Experimenting With My Core Loop in Construct 3

Experimenting With My Core Loop in Construct 3

This week I began experimenting with my core loop in Construct 3 to bring my written game design instructions to life. My main goal was to demonstrate how players can learn by doing, translating step by step instructions into interactive feedback inside the engine. I wanted to test how clear my rules that teach could be when expressed as real mechanics rather than text alone.

Building the Prototype

I started by creating a simple scene in Construct 3 that includes a player sprite, a target object, score tracking, and an instruction panel. The player moves using the arrow keys and earns points by reaching the target. Each time the player succeeds, the instruction text changes to introduce a new concept, similar to a built in tutorial system.

This approach mirrors my blog post on Rules That Teach which focuses on how learning can be supported through immediate feedback.













Adding Feedback and Instruction Steps

Next, I built a simple instruction system using a variable called InstructionStep. Each time the player reaches the target, the instruction updates. This allows the game to guide the player in small steps, similar to a teacher scaffolding a lesson.

The text now changes to explain the next step in the loop such as movement, scoring, and goal setting. This created a simple but effective flow where learning and playing happen at the same time.


Testing the Core Loop

Once the loop was working, I added a scoring challenge. The goal is to reach five targets to complete the demo. This functions as a checkpoint and shows that the mechanics and learning feedback are working the way I intended.

















Challenges and Next Steps

The biggest challenge so far has been keeping the feedback loop consistent and making sure the player always knows what to do next. I also plan to add sound effects and a small animation when the player reaches the target to make the game feel more responsive.

In the next stage, I will explore adding a timer or scoring multiplier to test how pressure changes player behavior. I may also design a short tutorial level that introduces instructions through gameplay instead of text.








Reflection

This prototype gave me a clearer understanding of how instructional writing can translate directly into interactive design. Seeing my written rules come alive in Construct 3 helped me recognize the connection between communication, engagement, and player learning. It also confirmed that experimenting early in the process helps avoid major changes later on.

Comments

Popular Posts