Dev Log #5 - Postmortem
One Shelf at a Time reflects me as a game designer because it showcases how I like to make experiences that are unique, simple and rewarding. I had wanted to turn my library worker routine into a game for a long time, and I’m so glad I finally got the opportunity to bring my ideas to life. To me, this game is a storytelling device and allows me to not only relive this job I once had but also share the joys I felt with others.
While developing this game, I learned that I thrive when I fine-tune the core mechanic first before beginning work on the rest of the game. I believe that the core mechanic is one of the most important components in a game, and with my strategy, I ensure that the main gameplay loop will feel good and be fun before devoting time to other aspects of the game. I also am able to iterate additional game elements based on the core mechanic in this way, for example in my case the way that the player controls the book cart determines how I will make sure it cannot be brought up stairs and so forth.
As I previously stated, my design process began with creating the core mechanic: the process of shelving books. Once I programmed the ability to move books between shelves and the book cart, I moved on to the secondary mechanics such as talking to patrons and using the elevator. I wanted to make sure that all of the gameplay was working well before I started working on the environment and level layout. Along with the level design, I began implementing the menus, UI, and sound effects. These were the final pieces to make the game feel like a complete experience in my mind. When these steps were all complete, I went back to the controls and UI of the game for tweaks based on playtest feedback. This feedback was very important to me as I did not want any moments of confusion or frustration while playing.
Something I’m very proud of in this game is the smoothness of the shelving mechanic. I’ve had many people tell me how satisfying it feels to move books around the library and this made me very happy. I knew I made a good choice devoting lots of time to get this mechanic working perfectly as it is basically the essence of my game. If shelving did not work well, then the whole game would’ve felt off. This feedback will encourage me as I work on my future games to create mechanics that are unique and feel good to play with.
Something that did not turn out as expected were my menus and certain other UI elements. UI is definitely one of my weaknesses as a designer as it is what I have the least experience in, and I was not able to fully realize the UI I had in mind for this game. I had to resort to some default fonts and materials that ultimately clashed with some of my aesthetics because of time constraints. If I had more time and knowledge, I’m sure that I could have made these aspects of the game a lot better.
Continuing the discussion of my game’s UI, something I would do differently next time is putting more effort and research into UI design. I should have looked more into using unique fonts and menu elements to make the game aesthetic feel more cohesive. I also would have liked to create additional patrons that could be randomly swapped out between game sessions, similar to how the books start at a different location each time the game is played. It would have allowed for additional variety and surprises with each playthrough and contributed to charm of the game.
Get One Shelf at a Time
One Shelf at a Time
A speedy library escapade!
Status | In development |
Author | Cass Suarez |
Genre | Simulation |
Tags | 3D, Casual, First-Person, Funny, Short, Singleplayer, Unreal Engine |
More posts
- Dev Log #4 - Final BuildNov 13, 2023
- Dev Log #3 - Beta BuildOct 23, 2023
- Dev Log #2 - Alpha BuildOct 09, 2023
- Dev Log #1 - Playable PrototypeSep 24, 2023
- Concept DocumentSep 18, 2023
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