- First meeting of B-term
- We went over what we have accomplished so far
- We also discussed what questions we still had left, such as multiplayer and the question of note durations
- Dylan mentioned it might be possible to use MIDI with the free version of Unity and we discussed where it potentially would make sense to use MIDI or to use samples
- We talked a bit more about the upgrade system, the binary trees, and also the relationship between upgraded weapons and being able to discern what monsters required what instruments
- We talked a little about possible milestones for the term, chiefly how many levels and monsters we want, and the further development of multiplayer
- We further expanded on the relationship between instruments and monsters and discussed how to integrate the communication as to what instruments are for what monsters into the actual game story and other elements (building the challenges into the narrative)
- Professor Rosenstock went about setting up a 3 week long schedule of concrete deliverables.
WEEK 1
- Fleshed out list of monster parameters
- One fleshed out instrument tree
- Settle on one to two finals options for multiplayer
- Deciding on the compositional game mode flow
- A complete list of art assets
- Refined monsters (specific monster designs)
- Three fleshed out instrument & monster trees
- A compositional game mode flow prototype
- Monster battle design/sequence fleshed out
- Testing up to 3 fully design monsters
- Prototype of monster information mechanism
- A battle mode prototype
- Some completed art assets independent of monster elements, such as general environmental/UI stuff
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