A few posts ago Lasse opened up about our mission paper prototypes. Well now it's time to talk about step 2: digital prototypes!
Doing things on paper is an awesome way to get started super fast, but just like with quantum physics, how you observe the results makes a big difference! What I mean by that is that the exact same game mechanics on paper feel quite a lot different than on a computer or a touch screen. Even if your paper prototype supports multi touch ;)
So right now as I write this, Tiago, our lead game designer, has been hard at work coding a Unity powered version of what our missions might end up looking like. We are constantly doing small iterations on the design to find that sweet spot of just the right amount of interesting and meaningful choices to do during the missions. In the above picture you can (kinda) see tests about how it would feel like if you allocate your spies to either offence (pick that lock!), marked blue, or defence (distract that guard while the lock is being picked!), marked red.
If all goes well, later this week we can cram this new mission mission prototype inside our larger main game prototype and that's when the balancing fun begins!
Disclaimer: Game development is an iterative process where things tend to change many times over before the game ships. That's a fancy way of saying that we can't promise any exact features discussed in this blog.