Hey, guys! Been a while, hasn't it? Anyway, the group actually met twice this week to really hammer down a few concepts that we needed to clarify. We discussed the parameters of the monsters, such as speed, endurance, and states that affect vulnerability. With these in mind, we might be able to actually design and sculpt a few different monsters now.
Speaking of which, Rob and I hammered out a list of Visual Art Assets that we would need to make for the game.
UI/Interface
· Title Screen
· Main “player” screen
o Map icon/button
o Composition mode icon/button
o Upgrade shop icon/button
o Character illustration
· Map screen
o Information tooltips about each battle
· Composition mode
o Icons for all instruments
· Upgrade shop
o Instrument upgrade screen
§ Instrument trees’ progression
§ Unlocked and locked icons for all instruments
o Player power-ups screen
§ Unlocked and locked icons for all upgrades
· Battle recap/rewards screen
· Backdrops for battle levels
Models
· Player avatars
· All instruments
o Wind, string, percussion
· All monsters
o Basic tier 1 monsters for each instrument class
o Evolved tier 2 monsters incorporating additional requirements
o Matured tier 3 monsters which influence/attack the player
· Environment
o Forest
§ Trees
§ Rocks
§ Logs
o City
§ Buildings
§ Cars
§ Lights
§ Hydrants
§ Signs
o Desert
§ Rocks
§ Foliage
§ Rock formations
§ Cactus
o Water
Animations
· Player avatars
o Playing instruments
o Reacting to monsters/damage
· All monsters
o Approaching
o Being defeated
o Influencing/attacking the player