...you don't have to actually answer them all
I'm going to anyways, just to make sure I don't miss anything.
How long did you spend in the design process? How deep are the designs, like how much of it do you have pre-planned vs how much is going to be you making it up as you go along?
I spent a little over a day, and since I had practically nothing else to do, I got quite far. Pre-planning is quite extensive. I would LIKE to say it's complete, but I'm sure I'm going to add pieces as I go. I already added two levels yesterday I hadn't thought of before.
One of the keys to making a concise, interesting game in a short amount of time is to focus on making what you have planned.
Well, considering that it's for the Heart of the OHR contest, which goes until Nov. 30, I have a little more time than with the fangame contest. However, I do want to take an approach to get as much done as soon as possible, leaving myself a lot of time to test, bugfix, improve, and potentially make another. (my brother's bugging me to make one in particular...)
It's kind of hard to judge your current progress without any information. What is the main idea of this game you're making? The central focus of it?
To brainstorm, I bring up a Notepad document and just write. Here's an excerpt from what I wrote while brainstorming the storyline:
Jerome and Samuel are thrown into a portal, which brings them into a fantasy world, in totally opposite directions. The dad ends up in a castle, right when a bunch of denizins are trying to summon a demon. They decide to sacrifice Samuel, but the demon ends up using him instead. Jerome ends up on a farm, where he gets put to work before he gets enlisted. While in the army, he comes across a higher-up who's a bad guy. Nobody believes him, though, and he gets discharged. Aiker him without asking. They wander through a forest, following the maps that the other guy stole from a magician, and there, they run across a voodoo sorceress, Kayamine. She enlists them to oust a bunch of werewolves that keep ransacking her place at night. When they do, she joins them. The three of them make it to the villain's castle, and sneak in through the dungeons. They free two prisoners, only one of which joins them. The other turns them over. They manage to escape, now with the knowledge that the capital is going to be attacked in a matter of days. They start journeying back. On the way, at night, a messenger tells Jerome that his father is in the castle, and would like to speak to him. Jerome follows the messenger back, and Samuel wishes that they had never gone there at all. It happens, but Jerome gets a message from Kayamine that the castle is falling to the evil guy. He and Samuel travel back, and end up in the mountains. There, they meet a contigent of dwarves, who eventually agree to fight the villian. They get out of the mountains, but realize there's no time to get back so slowly. They intone the help of their goddess, who's actually a lady from the normal world, too. She leads them to a dangerous cavern, and the group heads through, getting back to the castle just in time, but maybe a little too late. Fighting through guards and monsters, they make their way to the top of the palace, where it turns out that the bad guy has been feeding off the fear and anger between son and father after the mother up and left. They get thrown into the dungeons together, and reconcile. Nearly immediately, Aiker shows up, busts them out, and they defeat the villian, heading back to our world with the dwarf goddess/woman, and they live happily ever after.
Obviously, in this alone, there's plenty of room to add and add and add. I'm kinda going for a FF/Zelda feel with this game, so I want plenty of puzzles and attack/spell/group focus.
Do you have a visual style in mind, and do you know what type of audience would probably enjoy playing it?
You seen the style for Prince of Persia 4? If you have, kind of like that. If not, then let me explain.
It's supposed to be a realistic style, but outlined in black lines, to create a cartoony/realism feel. Of course, if there are any ways I can mix that up a little (i.e. trees' leaves are outlined, but the trunk isn't...) I'm considering putting that in.
When you say you have heroes and enemies planned, what precisely do you mean? Do you have the stats carefully structured?
Yes, to a point. The stats are structured for the heroes from the beginning. The starting enemies are planned, too, but I haven't planned beyond that. As this is really the first game I'm focusing leveling on (in Nightmare on Elmo Street, the hero/villain didn't level up at all), I need to experiment as I go, both playing as someone blasting through the game, and as the type of player who likes leveling up as much as possible. Therefore, as the heroes get higher, I'm going to need the enemies to get harder along with the heroes, to make the game reasonable all the way through.
Have you done any testing to see if the stats hold up as well in practice as on paper?
Starting stats, yes. The rest will be tested as I go.
Does the player have enough options to stay interested, but not so many that it's overwhelming?
The game starts off with three attacks per player, and gradually grows throughout, depending on wielded weapons, spellbooks, side quests, and so on. I'm hoping three is a good start, and the addition as the player goes is enough to bring them into the game slowly but strong.
The most basic question to ask yourself really is:
"What experience do I want the player to have?"
Not really sure what you mean by this. If you're talking about the player from the beginning, then I'm assuming they have no prior knowledge of almost any game system (The first textboxes end with "Hit enter to continue...")
Two screenshots of the floor I've created so far:
Jerome's Bedroom:
2nd Floor Hall w/a quest text box:
