Dev Log 3


Our level design stayed simple. The game is basically a board game, similar to chess with how it's set up, with the grid making up the entirety of the playable space. The original set up was similar to a minigame that one of our team members had played, which looked something like this:


Red dots indicate player positions. Every other space on the board could have points on it. This minigame was too simple, however, and forced players to stay in their one spot, even after collecting points. We needed to expand the board and allow enemies and players to roam around while keeping the idea that if two players tried to enter the same space, they'd bump into each other and get no rewards.

The finalized board looks like this:

Our 10 by 10 space design allows the players freedom to move around and dodge each other. It also allowed for random enemies and randomized spawning of point items.

This design is integral to our game mechanic. Without a physical board to show where the players are relative to other players, points, and enemies, the game wouldn't be able to function. While it's simple, it's effective, and it helps communicate how the game works by making connections to checkers and chess in the player's mind. 

Remember to play Bumper Bugs at the Florida Poly Spring Game Expo, happening April 23rd!

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