After Design Document
After completing our Design Document and working on some details, our team started working on getting what’s on the design document.
The focus for the coming week (the week after the submission of the design document) is to make a playable working prototype of our levels, starting with the first level. We already have the layouts of our level designs and now trying to fix our modeled structure into the level layout.
We previously haven’t made our main character, the Human, transform to one of the creatures, but the dev team has been able to work out the transformation with a particle effect as the player collides with the potions. But in this case, the player changes into a sphere. Part of the issues we ran into was with the pivot point of the models, we needed to make all the same and work on the animation so that the Dev team can incorporate the models into the game prototype. The art team worked on possible ideas, and we had sketches of what we wanted to be included in the game.
We went through the controls with the dev team, and the plan is to keep it simple so the player can easily navigate and not get frustrated.
From the feedback gotten from our design document presentation, we decided to reduce the game's scope as that was one thing that was similar to most of the comments we got. We decided to eliminate the live enemies in each stage for now, get rid of the map, and increase the number of gems in comparison to the actual amount needed to progress to the next stage.
We had the option of working with the timer only or having the witch programmed to follow the player (AI). This is something we are still exploring. Over the week, we had various meetings, mainly to troubleshoot the problems we had, know what needs to be done, and who will be assigned to what tasks.
The dev team took us through working with GitHub, inputting our assets, creating branches, and how to pull and push requests. A major issue we would be working on apart from perfecting the pivot points in our model, would be working on scale, matrix, and overall level size.
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
- Follow-up, Pre design DocumentFeb 08, 2022
- Welcome - A Fool's Run, the beginning...Feb 06, 2022
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