After over one year developing Wild Bot, and nowadays, pushing ourselves to finish the game, we can look back and realise how much our game hero has evolved.
The first thing we thought would be funny was to have a jumping hero, so we designed a one-legged robot ready to jump everywhere we needed him to move to.
Later on, we tried to polish the design a bit, making the hero more high-tech, more modern. Then we modified the foot, leg and the shell.
Roscoe second concept
But the second design was not too efficient jumping up stairs. The foot was too large to fit on an average step, and there are plenty of those within the scenarios.On top of that, we decided to integrate mostly of the UI in the same hero mesh, so the inventory would be in the hero's back.Let's redesign the hero once more.
The jumping motion had plenty of difficulties in the development side, we had to update many variables in every single jump in order to have the most realistic experience.
One of the things we learnt doing our first game is, after one year and a half, and with nobody pushing behind you to finish your product, we realised that we need deadlines.
In our case, we could manage our own time to develop Wild Bot, either by developing within our spare time, or, thanks to savings, being lucky enough to not work for few months and just focus on Wild Bot.
But at some point, we have to finish.
There is always something else to do. Something else to polish. But is it imposible to keep modifying as perfection doesn't exist.
In our case, deadlines are the difference between finish or get caught in a time loop and the only way out is to get sick of your own project.
That's why, after one year with a hero's behaviour based within a jump motion, we decided to make it biped.
Two legs beneath the hero can change everything, in the development side and in the healthy progress of the game.