Firstly, the time for our next meeting will again be at 1:00PM on Thursday in the same room (FL 141)
- Dylan worked on putting together the prototype for composition mode
- Unity Pro is definitely going to happen (potentially on all machines in the IMGD lab
- We discussed the issue of switching patterns in real time during battle mode; how they would be handled, limitations on patterns, connections between patterns and specific character avatars
- We discussed how to implement greater monster requirements and other parameters in order to influence how the player mus compose patterns such as fatigue and an overall narrative to a battle
- We discussed potential methods we could show off monster/character models
- We briefly discussed issues such as how to organize a large number of patters, the set up of the composition mode as well as how upgrades work for instruments
- Moving forward we should all play the prototype in order to get a sense for the game and figure out what's fun, not fun, and what could be expanded upon
- Figure out a list of monster mechanics and requirements we like
- Art needs to put together a codified art pitch
- Flesh out the upgrade system, it's scope, and how we can get there (what the game will look like in the beginning, middle, and end)
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