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Hello everybody, another post about compounding problems that arise during game development.

So Rod and I have discussed changing the way selections and movement work.  Rod was all over changing the current method, while I was a bit more hesitant because I don’t like making large changes without giving it a lot of thought.

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The woman’s World Cup ended up with a 0-0 score, which lead to penalty kicks to end out the game.  It got me thinking about the game of soccer and how 0-0 scores aren’t all that unheard of.  I don’t want to come of saying that soccer is boring, but I do think the game is flawed.  A draw soccer game of 0-0, leaves audiences with no payoff after investing 2 hours or so to watch the game.

And after reflecting back on a draw game, one realizes nothing really happened.  This is something that just shouldn’t happen in games.

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So we have roughly 3 months left of production.  It feels like a palate of bricks piled on the back of my neck.  Things are getting crazy and we haven’t started on game design.  Wait… what?

To clarify Rod and I have been working on design ideas and docs all along, but we don’t have any playable gameplay.  No prototype, just images and videos on how things should theoretically work.

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I’m working on characters right now for Brainsss.  One of the issues I’ve run into is designing for clarity.  We want distinctive enemy types that the play can quickly identify so that the player can make an informed decision on what action to take.

The problem with iconic characters however, is that the characters may all look the same at some point.  We’ve all played games where we’ve encountered the same 3 enemies over and over again.

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Creating the brains for Brainsss is an interesting process. Were trying to setup a system where we can tweak a few definitions and abilities to create a whole new zombie (or human as the case may be).

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