Tuesday, 12 June 2007
The Hunter Returns
Camera guy was back again today doing his thing, looking for the human angle, the story behind the story - but whats the real story?
I dunno, anyway Ross got caught out and is convinced they'll cut it to make him look as anti Scottish as possible. Camera guy is really safe so i think were all starting to get a bit more used to it now. It dawned on me yesterday that listing every thought and action we have just results in reams of text so today i'm going to try and just give you an idea of our day in general.
So today started off a bit slow, its kinda been one of those days on the AI side of things. Rowen has been pain painstakingly coloring in the AI paths of resistance for an entire island one pixel at a time. Particularly harsh since he spent most of the morning wrestling with trying to get multiple grids working simultaneously.
Design wise we identified the final play mechanics. It underwent a bit of a revision as over time it had been added to added to and so wasn't particularly robust. We've got it simplified and mapped now in some kind of crazy flow chart that I'm going to begin breaking down into stages. Also after our morning meeting we made a few decisions about camera angles and controls that needed to be nailed down in order to let the guys work a bit easier as well as realizing that the player is going to try and land on roofs so we need to take that into consideration when building the map.
Ross and David have set up an art pipeline which basically means they've got a solid work flow between them that will hopeful be way more productive than them working on things separately now. The key is that they both use their individual skills to get through tasks really efficiently.
Other than that looked into controller mapping, the air swimming guy is looking pretty swish now. Nice controller interaction and transitions as well as some nice camera work. The camera has a certain degree of elasticity that means you cant just spin it around to see behind the player (a particular group pet hate :) )
Not a huge update today despite the fact we did get through a lot of stuff, mainly cos a lot of it would just be listing every minor decision we went through in the day, such as "planned HUD" etc.
Its really nice now that we've kind of iterated the design, by stripping it back to the bare bones of gameplay, iterated this a few times to do some initial balancing (ie making sure people cant just repeat the same action over and over to win) and now we have a solid base to really be able to make a solid plan for the next 8 weeks.
We had a talk from Dave (Dare Dave) today about good working practices, and it was really encouraging to see that most of the stuff he mentioned we had discussed. Also in order to get some feedback were going to have a pre-protoplay demo night in week 8 to get valuable feedback, whcih were all really keen on as it helps focus things a little bit and get real user input on the title instead of just heading out to the event blind.
Oh also alot of talk on the topic of wings ^^
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