Team Meeting – 24/10/2012

ICA and Presentation
We have received the ICA requirement for the first presentation and hand-in on the 6th and 19th of November. It requires a design brief that outlines the key features of the game in terms of design, programming, art and animation. In addition to some concept to convey the tone, we’ll present a video of the movement prototype and the beautymap with all the post process effects, art assets, creature animations, particle effects and sound. Continue reading

Weekly Work Session – 18/10/2012

We are at a challenging point in the project as we are about to move from the pre-production and prototyping phase onto settling on finalized mechanics and art style. We decided to build the game in layers, one mechanic at a time; keeping our options open until each previous element is completed. We are moving along a critical path and the process has slowed down until important design decisions have been made. We agreed early on that the first order of business is the movement mechanic, which is what the player is first introduced to and uses throughout the game.

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Team Meeting – 06/10/2012

So we just had our second team meeting and we have decided the direction we are taking for our Underwater Exploration Game. We boiled down our idea and decided what we aim to produce for our prototype in mid November.

We discussed what assets we need to reinforce the experience of being submersed. We will develop the core Underwater Aesthetics and atmosphere using sound, lighting, particles and post processing effects.

We will also adapt the player Movement to the Manta, and adjust the specifications for the right underwater physics. Since basic movement control is the first feature, we will create a training level where the player is introduced to the core mechanics and explore their usages. And it would be nice to have some audio feedback for the submarine and interactions with the environment to go with it. 🙂

Once we have some blockouts of the first level, the artists will have a better idea of art style and environmental assets. We will also populate the environment with some familiar Sea life, while looking into what crazy creatures the player could encounter below.

That’s right, we are hoping to go deeper and explore more alien creatures and territories, and develop emergent mechanics to go along.