Design Notes:
We need to find some level designs that can draw in the player and quickly teach them the mechanics of the game so that they can have their one minute of awesomeness. Build some paper prototypes that can be shown to the programmers so that they can better form the gravity system.
New developments/ideas:
1.Defense satellites around the target planet. These force the player to reach the planet from a certain angle, increasing the difficulty. These satellites will have a 90 degree angle of fire, effectively creating a wall on one side of the planet. If the player were to enter the firing range, they will die.
2. We also came up with some simple designs for levels one and two, with the aim to help the player get used to the system before a grand level.
Programming Notes:
Figuring out Unity should be the priority. If anyone finds any cool Unity tutorials that could be helpful to the programmers (or the group in general), then feel free to post them up on the blog. Focus should be on both gravity simulation and 2D games.
Art Notes:
Research needs to be done on possible art styles to imitate/steal/blend/whatever. The professor mentioned looking to media such as Monty Python, Adventure Time, or Tim & Eric for crazy styles in shows. For games, I would suggest looking to Jmtb02 games (http://jmtb02.com/games/) for simple yet effective 2D art styles. Bring in/post a few different possible styles and sources that you think the group should look at. Some concept art should be in the works in the near future.
General Notes:
I don't think that it would hurt for everyone to be more familiar with the Unity Engine. As mentioned before, if people find good tutorials for the program, post them on the blog. Our aim should be to start prototyping things as soon as we can, but keep thinking of new ideas and quirky gimmicks that we can work with.
Also, I know that Andy cannot meet after class, but it would be nice if we could meet with the professor sometime to just bounce ideas off of him and just hear his thoughts. I talked to some people from last quarter and they say he's a big help. I think the earlier (brainstorm/early prototype stage) would be better than later.
Feel free to email me with questions on anything.
-Adam
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