One day, after thinking of many different ideas, things seemed to come together in the blink of an eye. Ed and Max suggested a Voodoo/Hoodoo theme, we then decided on open world game play, and that the main character should be an Otter.
From there we thought of many different ideas, such as using Masks as power ups and thinking about how it worked. Some ideas got scrapped, such as throwing a Voodoo doll of yourself and being taken along with it.
From there we thought of many different ideas, such as using Masks as power ups and thinking about how it worked. Some ideas got scrapped, such as throwing a Voodoo doll of yourself and being taken along with it.
There was also the intention to have some much more complex puzzle section where you would really use the different masks to influence the environment, but this was something we didn't have time for.
Ed and I drew out a concept for the level, just an overhead view of how it would all work. We then discussed further ideas, did sketches and worked through things, my sketches and the overhead level sketch we did you can see below.
Once we had all the game play figured out, it was time to organize coding it into sections, I remember initially looking at the list and thinking that it was way too ambitious, but we sorted everything into priority order and iterations. This was definitely the best choice as it would make sure we had something payable, which we could then build on. You can see the three phases below.
Once we had all the game play figured out, it was time to organize coding it into sections, I remember initially looking at the list and thinking that it was way too ambitious, but we sorted everything into priority order and iterations. This was definitely the best choice as it would make sure we had something payable, which we could then build on. You can see the three phases below.
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