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Friday, November 8, 2013

Week 8 Progress

This week was more of a scramble to fix our game design document and also level design for our game.  Because we are directing our game more towards narrative and art, we had to establish more on the narrative.  Alex went and typed up a narrative which is what he is using now to create a completed level design.  We ended up having our character,two enemies, and an environment piece finished modeled out so we can texture them.  This week is our week of cleaning up anything that needs to be established so we can move on and finally block out the correct things.  It has been a struggle because everyone has a different idea that we bring to the table, but it never ends up becoming established physically.

The good news is that we were able to get a premade unity 2.5D package working, so we won't have to worry about the programming too much.  We realized that this really brought us down a couple of week's worth of work, because Alex could have worked on level design, but he instead had to focus on programming.  We are now approaching our strengths in this group, which is art and level design.  It is interesting how limits can make us focus more on what we do best.  I believe that was one of the things that started making this group feel so disoriented.  We all were really trying to take on 2 jobs, which isn't necessary if we just scoped the game down to fit with what we can do rather than just bashing our head with what we can't do.  I feel like this project brings in personality from everyone in the group rather than just the game designer or the concept artist.  Every team meeting, everyone sits down and actually goes over as a group with what ends up needing to be changed to fit with the theme of anxiety.  Concept art is still being rolled out while the block outs are handed out to the 3d artists.  I am atleast glad that our main models are done modeling so we can actually start establishing physical stuff to our game.

During this week, we established a mock up environment prop and also an enemy creature that we modeled and textured for future references.  We have a tree that is growing on an eye and also a ground enemy.  The reason behind this is because our level,which focuses on anxiety, has eyes watching over the player to make them feel like they are being watched as they play throughout the level.





New change to our main character's look were made because half the team felt like the main concept we had was too weak.  Here we established a better look with personality that fits with what Shim, the main character does in the memories that he is trying to fix.



Change right now is good.  It has changed our game idea a bit, but the core theme of anxiety is still displayed.  Because of change, we aren't crippled, so that way we can move on rather than feeling weighed down.

I will update on this upcoming week's progress soon!

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