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.
Saturday, October 17, 2009
Log#5

During our group meeting today we discussed and worked on art concepts. The main characters were worked on until reaching an end design. We removed the characters mouth and nose and enlarged the eyebrows. The mouth and nose were removed because once the character was re sized within his environment, these attributes were no longer necessary. Characters were finalized and accessories were worked on. Interface concepts were also designed to represent character life and weapon integrity. After these changes, we revised our game design documentand prepared a presentation for the following class.
Thursday, October 8, 2009
Tuesday, October 6, 2009
Log #4 - Paper Prototype 2 Playtest 3
We added obstacles to this iteration of the paper prototype and we've found out that the gameplay is more balanced now. Players are ending the level with less health than before, but it is low enough to make or break their completion of this level. The addition of land mass or obstacles have crippled the movement choices for the players and it in turn created more of an engaging experience for both players.
Other added mechanics to previous iteration of the paper prototype:-
Durability to weapons
Cap on enemies to 10
Addition of 4 enemies at the escape route
Extra weapons in the level
Other added mechanics to previous iteration of the paper prototype:-
Durability to weapons
Cap on enemies to 10
Addition of 4 enemies at the escape route
Extra weapons in the level
Thursday, October 1, 2009
Log #3 - Paper Prototype 1 Playtest 2
A few changes were made before we went ahead with the second playtest for this paper prototype. Some new dynamics surfaced in this new iteration of the prototype. We could see that the gameplay was a little faster, players were ending the level with more health and there was less communication as well as strategic thinking between the players. We made a few minor tweaks to this iteration of the prototype and went underway with the second round of this playtest. The gameplay in this round was slower, but was not as slow as our first playtest of the prototype. Players were ending the level with less health and there was a little more communication between the two players.
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