Monday, October 21, 2013

Bringing it Back

Hello again!


So we have recently be given quite a bit of feedback for our game. From our audiences perspective we aren't showing everything that our game is supposed to demonstrate. Making snap decisions to repair faults that we have been told seems to have been our downfall. Along with some miscommunication with what our Professors wanted from us. Like the title said we decided to back to basics. We needed to take a step back and trim the fat and take off all the band-aids we've been adding and look at why we have been struggling.

As part of stage two we are supposed to see where we are now and then look into the future of where we want to be. The issue is what we see ourselves doing now isn't what we are actually getting across to our viewers and our players. Level layouts aren't right and the game just doesn't have the same feel. Part of this may be just due to the fact that our artist designed a level without consulting other first, but this was necessary at the time. What i as a designer did was basically write out how our game was supposed to play. Going way back to what the original intention was. This is where our game was now and why we weren't seeing this in the game play. Ultimately I ended up building out a few small levels to demonstrate the concept to myself, my professors and my colleagues in order to create an environment which could cater to this kind of game play. From there I began to sketch out what this level should look like and all the things we wanted to incorporate. The nice thing about this game is that it  can be very easily implemented into any setting so making a level isn't as time consuming assuming you can use Unity well.

What do we expect for the future from this point forward, many more meetings. In all seriousness the communication has to just ramp up as we go., being this early in the process we are all submerged i8nto each others roles and we need to realize this and use this to our advantage. Four creative minds will make a much better future then one designer and one artist. What we plan for the future is some more game modes. Being a competitive multiplayer we plan on having this game be a casual pick up and play so we need a variety of levels and game modes to play on these levels. this is where iteration can get fun because going back over old levels you can upgrade them and retro fit new levels to the older style; mixing and matching is in our future.

We plan to challenge stage two tomorrow and give our full plans for the future towards the class. I can't wait to see the looks on their faces when they can finally see what we are intending. This isn't just a "pushing and Pulling game (Joe Manley). This is a game that is unlike any other. When can you come into a game with the same map but really each match plays out so wildly different than the last. RPG's have been promising it for years but what about a game like this, never before.

Aaron

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