Monday, June 13, 2011
Log #ALongTimeAfter
Hey guys how's it going? We should keep in contact through this blog. Yeahhh..... I dunno if any of you are still aware of this blog .... so yeahhhhhhhh
Tuesday, November 17, 2009
Log #9
Gable and I started working on the presentation for our final digital prototype today. We decided to create separate sections for the final presentation and will mainly concentrate on the pipeline for the game. We would probably start with the basic mechanics and design of the game as well as elaborating on any aspects we've added or tweaked. That will be followed by a run through of the development of the interface and the art. We will conclude with the showing of our puzzle book and of course the final digital prototype.
Monday, November 9, 2009
New Mechanics
Tonight we discussed new mechanics to be incorporated into the new prototype. We discussed new movement techniques that incorporate lifting, weapon puzzles, switches/cranks, and warping. We also discussed the use of character daggers and the roles they play in level advancement. The use of button sequence based puzzles were also discussed. Daggers would be used for warp actions and used in situations where a key is needed. Other weapons were also discussed.
Daggers
-warp
-key
-changing items
-review
-telekitics
-character specific
Daggers
-warp
-key
-changing items
-review
-telekitics
-character specific
Monday, November 2, 2009
New Puzzle
Today Shaun and myself worked on puzzle mechanics. We came up with 3 concepts and elaborated on one solid idea. We then had other people playtest the prototype and give us feedback. Once we worked out some kinks, we were left with a functioning puzzle that should function properly in the game. Later in the day, I made a more visual and movable paper prototype.


Tuesday, October 27, 2009
Log #8
After working on some creature designs over the past week, we've finally decided on a creature design that would eventually be the base for various other creatures within the game world. Animations for the creature is underway and should be done in the coming weeks. For now, we have all been thinking about puzzles that could be incorporated into the game. We are looking for puzzle designs that will really involve both players as they get through it together by using not just their wits but also through communication.
Tuesday, October 20, 2009
Log #7
We have started building art assets for the game levels we will be concentrating in this class. We will be concentrating primarily on dungeon level assets as that is what we want to aim for in the sense of the scope of Studio 1. We have also made some changes to our previous art style that deals with the strokes around assets players will be able to interact with and those that they can't. For example, we have added a light stroke to the trees in order to create a clear delineation between them. It will definitely not take away from the things that players need to focus on. A solution to the separate screen when entering buildings has been thought of as well. We will create interiors for buildings that players will be able to enter and when players do enter them, they will be able to see the insides as the top of the roof would fade away thus granting vision to the players inside the buildings.
Monday, October 19, 2009
Log#6
This weekend we meet to work on the games story elements and art design. We worked on environments and elstablished a definite era and style to the game. After these items were set in stone, we continued to work on interface and player ineraction. We shared art concepts and ideas to make sure we were all in sync so that the game archetecture would stay the same consistantly. We also worked on how to handle revealing the interior of a building when one of the characters enters.
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