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Camilla Morrissey
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Camilla Morrissey

Kinetic Panic GDD

Posted on

Considering that for this project me and my team are focusing on developing our classmate’s game ‘kinetic panic’ into a functional vertical slice, its is important for me to develop a thorough understanding of the original design and mechanical intentions within the games design document. Having a better insight into Parker’s vision for the game is going to be essential moving forwards.

Click for Parkers GDD website
About

Parker describes Kinetic panic as a ‘joyful, physics-based’ puzzle platformer, with the player character being envisioned as a playful spirit tasked with ‘saving all human creation’ The games core mechanics seem to heavily incorporate physics based interactions, with the addition of elements that seem to defy conventional physics. I find this to be a creative and distinctive design choice within the platformer genre of games. Its unique gameplay is something I hope we are able to make fully come to life within our vertical slice. 

The contrast between the games ‘joyful’ colourful visual style and its deeper more serious task of the player having to ‘save all human creation’ paves the way for a compelling and four dimensional Gameworld that I’m sure players will enjoy.


The game pillars parker sets out for Kinetic panic within his games design document include

  • Intuitive controls and abilities
  • Bold, joyful and eclectic presentation
  • endless replayability

In the context of games design, games pillars refer to the most core fundamental and defining aspects of a games design and development. These pillars should be the foundation for the player experience within our retention of Kinetic panic. By maintaining the intended ‘joyful’, colourful, and playful art style this directly affects the tone of the Gameworld and is something we must not stray far from. Similarly we should ensure that the controls and abilities are intuitive and engaging for the player. By maintaining consistency with the games design document it is no doubt that these core aspects will translate well into our vertical slice of this Gameworld.


The core gameplay loop of kinetic panic includes the player exploring and progressing through the level and obtaining ability charges that they are later able to use to further progress. When put like this the gameplay loop for Kinetic panic is relatively simple, yet this is something we should be consistently referring back to as oftentimes people can tend to get carried away and forget the initial intentions of certain mechanics. With this being a group project this core gameplay loop is something both me and Sam need to consider and constantly refer back to as ultimately we are the ones deciding on different components of the mechanics and then implementing them into the game.


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