Showing posts with label Management. Show all posts
Showing posts with label Management. Show all posts

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

Chosen Logo WIP.


Unity Project Sctructure

New project.


Old Project







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.


September Goals


First week of september goals (these were printed and highlighted if they were being done and crossed off once done)

Puzzle Research and preproduction goals


Matt put together several documents from articles about puzzles when making a game. The idea for this is that it's fairly conclusive research surrounding the theory of "what makes a puzzle fun and challenging". The idea that we wanted to have puzzles in the non-combat section of the game hinges on their success.




Preproduction is essential to get this game or any other game for that matter off the ground. In order to make sure pre-production as smooth as physically possible, Martin made this document outlining the goals and aims that we wanted to achieve before moving on from the prototype and therefore OUT OF PREPRODUCTION. Once out of preproduction - that's it, so the time for mistakes and major changes is before this tick-list is completed.

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)

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.




The main reasons for this is that this age range gives us the freedom to move with regards to language, appealing to an older audience and not alienate a younger audience. It allows us to include some violence and mild gore, without which would lose a large range of older teenagers.

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.