Showing posts with label Planning. Show all posts
Showing posts with label Planning. Show all posts

Tuesday, 5 April 2016

Tutor Feedback and Notes - 4/4/16

Tutorial Feedback from Doros, on the first Demo:
  1. Start page – too dark / black text on dark bg –text is unreadable.
  2.  Camera – too far out – needs to be zoomed in more. Needs to be decided before you design/fine tune your level
  3. Character animation – Needs more frames / more fluent change between idle / walk / jump
  4. Tree animations – interesting effect but maybe it have been better if the tree trunks don’t move and only the upper part of the trees/leaves?
  5. Level navigation/jumping. Controls are not accurate enough for this type of level design. The character jumps way to far and the blocks are too small making the level frustratingly difficult to navigate (Maybe its me, but I did not manage to climb the tree – and I did try more than 20 times!) 
  6. Character clings on platforms on the way down.
  7. I want to see an example of the dialogue and how it will be implemented.
  8. Examples of enemies / fight mechanics? How are the enemies going to be moving around the space? Will each type of enemy have a unique moveset?
Notes:
  1.  Start Page was an after thought to inform that the art assets were temporary and that all placements were subject to some change.
  2. Agreed, The Camera is too far out. This shall be rectified first.
  3. Temporary Sprite, All finished sprites are still being drawn.
  4. Tree Trunks move by mistake, Product of the sprite being cut afew pixels short. Shall be rectified imediatly.
  5. Jump needs to be fine tuned. Will also experiment with stone placement to try and find the best layout.
  6. Hadn't thought of that.
  7. Dialogue is currently being written, I should recieve it later today. Ready for implementation.
  8. Yes, Each type of enemy will have its own style of movement. Mock sprites are being created.

Wednesday, 23 March 2016

Plotting the first level - Correspondence

With Nikki in charge of the games design aspects and level layout, the first level became a defining moment in deciding how the rest of the game would run, build wise. It was decided that Nikki would provide a basic sketch of what she had in mind with a brief description of anything she felt was unclear, and I would provide my feedback as to what was do able, and any ideas I would have stemming from the outline.



Correspondence:

NA: "so the first bit is like what you showed me earlier, going into a section of a large crater where you walk along the wall which is like the stepping stone earlier, some of them will fall like in the demos we have done."
NA:  "With the tree it climbs up in a zig zag like pattern until she enters the top of the screen and climbs over the branches, in between the leaves and all that"

ML: "Ok"

NA: "I was thinking either that section ends with us forcing nimbus to jump from the tree luckily lands into a section of water, so the last third of the first map is more watery like there is a river going along the floor, leading up to a waterfall which we climb to end the level"