I'm sure yall have been super excited to hear my reflections. Big updates for sure. I have installed Unity and made a test scene (with nothing in it) and gotten it set up in perforce and shown people how to use that. I have experience with perforce from another class, so feel free to direct questions to me if you're having issues, its a really powerful, REALLY complicated tool, but if we can nail down its uses we can excel at our wonderful GravMan project.
I plan to watch a ton of tutorials and then getting a level or two into unity, so we can just play around with it and see if it works. I'll figure out the exacts of our pipeline too so Andy can just hand off art pieces to be put in, or put it in himself if its easy enough.
I like the brainstorming we've been having too. Space bunnies and sheep, natural enemies of course, seem like a great idea for a speed up, slow down type mechanic. That, or things like that, can easily be the "noise" our wonderful Professor was talking about to prevent infinite loops. Basically I want to see a lot of random crazy things going on so that when you hit shoot its NEVER the same thing. The whole double hit box make the player feel "lucky" is a great way to implement this as well.
I really see our (or my as the programmer) main tasks to be:
Step One. Figure out the Unity toolbox, once learned it should be easy to add any number of crazy things.
Step Two. Get Gravy right (Charlie is working on this wonderfully, I'd be glad to help or assist if you need) This is important as its a gravity game.
Step Three. Get the "feel" of the game right, this will be the hardest part because it draws from all areas, sound, graphics, play, everything.
Step Four. Add all sorts of crazy shit that the designers come up with in order to flesh out our game and make it AWESOME.
So I'm gonna go watch some tutorials and figure out unity then start just making stuff, I don't know if we'll use it or not but I'll just create to learn! Always a fun technique.
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