Skip to main content

Hex Designs and the Process I took to Design them


How we designed the Trampoline, Wormhole, and Alchemist hexes in Batteries Included

    Designing on a time limit is difficult on its own, but it gets worse when you add VR into the mix. In this blog post I wanted to showcase the processes that I myself took to create and design some of the hexes in Batteries Included.
First of these movement hexes was the Trampoline hex, in a shortened version what it does is over a distance of one hex launches toys in the direction they came from. In my original designs I had thought of it as an item similar to the launch pads in Fortnite, as simple place able hexes that launch toys forward without having to be rotated like the cannon.  This slowly dropped the place ability of the hex to it being solely in one place at the start of the level. The reason for this was the need for quick playtesting to find the "fun" in these hexes.
Unlike the trampoline hex, the wormhole design was one that I had already had in mind for the pre pivot game “Imaginarium” as a comeback mechanic for the enemy.  The original design was that on the map one wormhole would appear and enemies would enter and reappear very close to the castle that was their target. The design that was redefined to fit Batteries Included gameplay was to make an entrance and exit point for each pair of wormholes.  These wormhole pairs would then be placed randomly on the map and be used to quickly traverse it. However, what lead me to create this design in the first place was the idea of space travel and hyperspace as one faction of toys at the time were aliens. Yo me theming is just as important as functionality when it comes to ideas that I create.
The last of these hexes actually derived from my passionate hatred of horror movies, because they are based off the most basic of tropes, the mad scientist.  The Alchemist Hex was of course modeled after the test tubes and vials of chemicals, and potions any mad scientist would have. But this was not my original idea, I originally wanted to create a frying pan hex, that players cook “plastic” play food for the toys themselves. However, this plan was shot down and replaced with what would become the Alchemist Hex. A system of random vials that the player throws on to toys giving them buffs and random effects. Of course the best part of the design is the players use of their hands as they physically throw vials onto the board, an interaction I wanted to see work and feel fun, and so it is now in the works of our production line and will be refined and play tested.
What I want for you readers to take away from designing in VR and from this blogpost is that if you have any good Ideas, write them down and think of good physical interactions that players can use.  This right there is going to be your bread and butter especially from a VR perspective. If you have a design written down redesign it, and refine what ideas you have, you just might have a good idea that can be used. And the last thing that I feel is important for you readers to know is that when you have an idea, no matter how basic it is, go with it, run like the wind, reuse old ideas if you want to, but make sure that they lead somewhere productive. Hope you have a nice day.
-
Seabass Designer


Comments