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Let The Map Keep Its Soul Even on Mobile // Project RushB Dev Diary

401 View2022-07-15
When designing the map on mobile, we were in a dilemma —to follow the traditional level design theory for mobile tactical shooter games or take risks to stick to our design philosophy.
The classic theory is to simplify the maps to make the game accessible to more audiences. However, when we tried to apply it to our game, the plain-level design doesn't even amuse us.
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I and my colleagues have been playing bomb defuse for more than ten years. We were crazy to explore the map, find some good spots that others couldn't reach, or spend day and night trying lineups. There was always a time when I threw a flashbang and it crossed half of the map to blind enemies that my teammates were fighting against.
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Recalling these highlight moments still makes me excited and proud. But when we tried to remove these mechanics from the game to compromise on the mobile game accessibilities, the game loses its soul. What would happen if I throw abilities in here? It could be cool if I can climb up on the roof. These wonders are gone as well.
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That's the reason why we take the risk and stick to our design philosophy——the depth of exploration. Actually, we did consider the mobile accessibilities. Here's our solution:
Previously when you would like to reach somewhere higher or covert on the map, you might need a crouch jump, strafe jump, or other complex operation that is difficult to be done on a mobile device. In Project RushB you can use your abilities for help. Like this. In that case, there is room for you to explore but it doesn't require too much fingerwork.
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Also, we designed some structures for lineups and save room for more exploration, such as no celling for the map. That's the reason why some players can do some lineups that we didn't expect. That's a good thing and what we want to see.
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But what do these mechanics really mean? They mean there will always be new ways for you to attack and defend. You will always have to be cautious as well. You can't just pre-aim somewhere and expect your enemies to show up in the same way, every round. They mean, diversity and variety but nothing about complexity. During a few playtests we have run before, players love these. Do you like it as well?
We need more feedback, we need more suggestions and communication in order to make the game fun and never boring. We need your help. Come and join our official discord for discussion! https://discord.gg/projectrushb
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