At Light Speed is a game I designed, developed and shipped entirely solo. During this project, I spent a large portion of time designing the feel, the fun, and what the player experiences when they interact with the world around them. I am proud to share my creation and hope you enjoy learning a bit more about the how and why behind At Light Speed.
Tools used
These following aspects of design played a critical role in why At Light Speed has been successful.
-Design an engaging world that is fun to progress through.
-Build each jump and landing by hand to create a constant variety in challenge that has flow and tempo.
-Develop player controls that feel good to use.
-Excellent environment detail and polish.
-Fantastic music and sound.
-Create collectible objects and scripts to pair with each achievement to reinforce the gameplay loop.
-Include Variety of challenging exploration based achievements.
-Script jump/movement speed increases/decreases based off the last tagged object or trigger collider in the environment.
-Have a simple but effective UI.
When I was coming up with the idea for this section in At Light Speed, I wanted to teach the player the first gameplay mechanics in a natural way. This portion loops back over itself, meaning if the player misses a jump they have a great chance to land on a previous obstacle. This helps prevent a level restart mitigating frustration.
This section is within the first few minutes of gameplay. Not only am i teaching mechanics. I am also inserting a collectable challenge object in a way where the player can see it and understand it wont be easy to reach. The object is in a location after core mechanics and makes up the hardest portion, fulfilling the difficulty curve.
Sample of separate blockout with art applied.
Copyright © 2024 Alex Muscat Games - All Rights Reserved.
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