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James Burke

Match 3 Unity #2


This week the team is building up art assets and familiarising ourselves with the genre and thinking about how we will make the game. Over the next few weeks, prototypes will be made with some features implemented. The programmer and I aim to both contribute to the programming side, but I will be covering more game design.


This week I have started a design document which covers many of the basics of our game-to-be. Over time, these game design considerations will inform the directions of the artist and programmer to make a cohesive game.


To design this game, I decided to do some research on the genre by playing a game from this genre, and reading about the genre. From what I read, I gained knowledge on how these games are designed and the components which go into making these games, as well as some industrial knowledge on the direction the match 3 genre is heading.


So far, I have described the game's classification, grid layout, tiles, level design, and the core loop. For level design, I intend this to be a level-based game where each level is layed out in a "world map", similar to that of Farm Heroes Saga. In the document I explore the concept of "snacking" session times commonly found in casual mobile games and how this level design lends itself to casual play. I also explore the core loop which is, in general, to play through a level, gain rewards on completion and progress to the next level. There are other things involved such as session regulation and mechanics such as buying or sharing, too.

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