Firstly, the time for our next meeting has changed to 1:00PM on Thursday in the same room (FL 141)
- We discussed the game prototype that has so far been put together, specifically what else we might want to test or implement, specific requirements to defeat monsters, as well as visual cues or design styles of the monsters themselves to communicate how to defeat them
- We discussed trying to be more creative in how we might want to remove monsters from the playing field
- We discussed technical concerns, such as the question of dragging notes, tempo (concerning note length), and note limitations
- Professor Rosenstock expressed concern over characters and monsters potentially having to animate to different tempos.
- We also discussed Unity 3; Dylan had looked at it and said it has a real debugging mode, has some different sound effects, and improved web player performance, but other than that nothing else that would dramatically affect our game
- There was a general consensus that we should keep moving forward with building on the prototype (as opposed to working on the tech doc), specifically differentiating monsters, a composition mode, and potential GUI and other interface art
- It was also suggested to put together a list of potential design aspects as well as solutions to implementing them such as how to manage patterns, switching out instruments during battle, transferring compositions across multiple instruments, and reading .wav files to determine pitch and or rhythm to attack monsters
- Professor Rosenstock wanted the artists to develop a consistent art style including visuals, color palettes, visual world, etc., as well as designing monsters that have more complex death requirements
- At the very end we also briefly discussed concerns over using Dropbox, whether we might have to just try it, or whether the Pro version of Unity will eventually become an option
And finally, just as a reminder, the time for our next meeting has changed to 1:00PM on Thursday in the same room (FL 141)
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