Everyone in the team was excited by the idea of making a game with multiple playable characters.
Once we decided that the main characters would be robots, I proposed a post-apocalyptic setting for the novelty of combining machines and nature.
I wrote game design documents and contributed to the making of a pitch simulation.
I defined some of the game main mechanics, mainly skills and limitations of individual robots. In fact, limitations were a fundamental pillar of Splitting's design, due to the challenge of getting around them with the help of the other robot.
I wrote in C# the following scripts:
Carefully evaluate the resources and time available.
Our first videogame was an overly ambitious project. We finished it too close to the deadline, and we had not very much time to playtest it.
Don't underestimate the control system role, because it can prevent players from experiencing our game to the fullest. We made an intricate control system, where each action was associated with a different input.