Follow-up, Pre design Document
Meeting with the team: from the 3rd of February and progress so far.
Agenda for the meeting was to finish our tech demo in time for submission and testing. What we needed to do exactly was to conclude on getting the model of our character and transforming it to one or two animals (a chicken and a unicorn) when it encounters the potion
List of what we had on our table.
1 - Finish human and animal model
2 - Finish the falling potion effect
3 - Create the transformation from the human to an animal
4 - Work with a block maze like we did before
5 – Music will provide background music and sounds for the chicken transformation
6 – Make a workable tech demo
6 – Final Video editing.
The main goal is to make these things work for our video presentation.
Things we discussed.
- Who will do/help with what as regards our demo
- Timeline and format of how we would go about all of this
- Devlogs (we are meant to be doing this weekly, basically is like creating a blog content of what we are up to every week).
Troubleshooting the camera Angle idea, working on what will work based on our previous demo, sketches, model, and initial ideas. What view will work best for the player navigating through the maze, how complicated do we want the map to be?
Art Department; Brainstorming on our characters, we saw preview of the 3d models the team worked on and gave feed backs regarding that. Overall, all the characters were in sync with one another. So far there is a model for two main characters, two animal transformation (chicken and a unicorn) and a model for the witch (all are rough models of what we want our characters to look like). We got to review/see the characters in motion. No added colors yet.
We worked on a more detailed level design for our game, the scene we want to go for, feel and look. The order for the purposed Level designs. After stealing the treasure, you start by running through:
Level 1 – The witch’s living area
Level 2 – the witch’s compound/garden
Level 3 – Deserted Road/graveyard
Level 4 – Enchanted Forest
Music: Sounds and background music needed for the demo and our general theme. Going through the maze with a spooky sound that sounds enchanted, and soundtrack to go along with the animal transformation and actions. A dropping, potion on impact sound was provided by the music team.
The Dev Department: They have been working with the art and music team, they are particularly focused on making the game mechanics work as they should. The camera angles were tested and adjusted. It’s time we move to creating a more specific level design for our game testing and moving forward. The dev team worked with the art team trying to trouble shoot and fix problems of animating out models and commands for the game play.
The Dev team worked through these issues;
- A work through on our itch page where work tasks are allocated and making a task profile for all the to-do lists.
- Potion on collision with the player and the player transforming using the particle effects.
- Implementation of running and jumping scripts with the characters.
- Brainstorming on the mechanics of the flying chicken and how it should behave on the floor and in the air.
- Finishing touches on our tech demo.
- Technicality of movement as a player in human form, and an animal, transitioning details, camera movement with player.
- Working out players position, timers and how the player will win or lose.
- Working on commands, brief tutorial for the dev team by one of the dev members.
This coming week is all about the details, this will involve all hands-on deck as we set to finish up our Game Design Document.
Files
Get A Fool's Run
A Fool's Run
More posts
- Completed gameApr 26, 2022
- PolishApr 18, 2022
- UpdateApr 09, 2022
- Playtesting Contd.Mar 27, 2022
- Alpha Release/PlaytestingMar 20, 2022
- Alpha Design SubmissionMar 05, 2022
- After Design DocumentFeb 17, 2022
- Welcome - A Fool's Run, the beginning...Feb 06, 2022
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