Showing posts with label Management. Show all posts
Showing posts with label Management. Show all posts
Friday, 14 March 2014
Sunday, 3 November 2013
Combat Planning
Taking a lot of the ideas from popular MMOs such as World of Warcraft in the combat style of having a "Tank", "Healer" and a "Damage" character with small but significant cross-overs.
The main thing we want to do is use these mechanics to get the player to have to think tactically about the characters, making live decisions for each turn which go deeper than simply "what move should i use?" in hope that this will improve the enjoyment of the game.
First is an idea where the defence line can only attack the defence line and the damage line can only attack the damage line
After that is the idea that the tank can attack all and so can the range, but a RANGE character using MELEE can only attack closer targets (or any in their column)
All can attack all but in this example the mage is tanking.
This is the "super damage" layout where all can attack all and there is no "tank" - High risk - High Damage.
Monday, 28 October 2013
Tuesday, 22 October 2013
Root Document
This document i've written is to provide an anchor point specifically for the roots. It can be edited if necessary but the general feeling is that these will most likely be our final root textures. We arent using tileables but individually texturing each root to maintain high quality and variety throughout. For this testbed scene all the roots are on one texture sheet with the rocks:
Monday, 21 October 2013
Thursday, 17 October 2013
Monday, 14 October 2013
Friday, 11 October 2013
Logo Ideas
Josh has been working on logo designs for the game for the last few days and these are the result
We're currently going to continue itteration to get a final design everyone is happy with.
Tuesday, 8 October 2013
This Week
This is our ultimate list of goals and stretch-goals for the entire project written up by Martin. Core prototype referring to the testbed we're currently working on and once that is 100% to standard we'll contemplate working on the stretch goals. They are ONLY to be worked on AFTER the core prototype is 100%!
This is our weekly goals list for this current week (07/10 - 14/10). Fairly stripped back for this week as we've had a lot of upheaval but there are stretch goals in there for if we manage to complete the important objectives for this week early.
BUGS
Bug report list that can be printed out and filled in - though we're finding it easier to list them on the whiteboard for now. (the bug list would be better for a larger studio though to make it more accessible for everyone)
Whiteboard September
Drawing up a new document each week was proving futile (trying to guess what we might be able to do in a week never knowing where hiccups might occur)
SO... we got a whiteboard
Wrote up a list of weekly goals and when they were complete... added more... in an attempt to reach a working testbed by the end of september.
SO... we got a whiteboard
Wrote up a list of weekly goals and when they were complete... added more... in an attempt to reach a working testbed by the end of september.
September Goals
Puzzle Research and preproduction goals
Design Doc
Working Title - " A Heroe's Tale"
The design document has been started by Josh primarily. More titles at the end of the doc but the above picture shows the expanded points.
Publishing on IOS/ Steam...etc..
Before even looking at publishing on IOS or Android it's important to look at the device limitations (easier to find for IOS so thats the focus of the post by Matt above). If we cant do what we want to do, there's no point in limiting ourself with technology.
STEAM AND IOS STORE PUBLISHING HERE (Missing Doc)
Start Cinematic Ideas
http://mabinogion.proboards.com/thread/10/intro-cinematic-ideas
On the forum above we discussed a few ideas for a starting cinematic (we'd decided upon the kid falling into the world being told in a cinematic at the beginning but we wanted to tell it in a fairy-tale way)
On the forum above we discussed a few ideas for a starting cinematic (we'd decided upon the kid falling into the world being told in a cinematic at the beginning but we wanted to tell it in a fairy-tale way)
Target Audience - Age Range
After discussion and much thought we decided on:
PEGI 12
Videogames that show violence of a slightly more graphic nature towards fantasy character and/or non graphic violence towards human-looking characters or recognisable animals, as well as videogames that show nudity of a slightly more graphic nature would fall in this age category.
Any bad language in this category must be mild and fall short of sexual expletives.
Music Research
Martin and Josh are in charge of music (being the most musically competent) as such they found and discussed this particularly interesting pieve of welsh folk music which martin described on the forum as
"Very similar to Irish trad and the perfect sort of music to tinker with and have in the background."
We want to go for the traditional folk-ish music because of the connotation of countryside which would suit the idea for our game very well.