MQP Meeting 11/11 Notes
- We went over our 3 completed instrument trees
- Discussed the possibility of including even more instruments from different cultures
- discussed how each tree is essentially an instrument class and each class will have a specific overall property or ability
- We discussed the refined monster list, all legitimate options we are strongly considering
- We discussed how the use of the 'mime' monster is to attempt to partially address the potential issue of game balance and possibly being able to use all instrument classes at the same time
- Professor Rosenstock told us to keep in mind the possibility of having monsters which require a combination of instruments to be defeated
- Once again came back to the question of composing vs. gameplay and whether we want more freedom to compose or would we rather have more stringent monster requirements that technically ultimately restrict absolute creativity
- We went through the battle sequence flow, ultimately working towards a prototype of a battle
- Dylan led us through the game flow prototype including logging in/starting the game, composing, viewing the map screen, entering a battle, visiting the upgrade shop, and then doing it all over again
- We discussed the potential use of time as a monster requirement, potentially extending the usability of patterns
- We briefly discussed the use of MIDI since it apparently it might not be usable in the Unity web player
- We discussed the possibility of the player drawing from a pool of 'instrument players' for each instrument class, and they are only allowed to take a certain number, so the player must plan accordingly and allocate enough players of whatever instrument class they think they might need most
- We also reintroduced the idea of fatigue for either instrument players or specific patterns themselves
- We also discussed the potential ability for a player to decide for themselves whether they want to specialize in composing for a certain class of instruments, and therefore we would design the game around being able to adapt to a players compositional preferences
- WHATS NEXT: Art assets for the battle prototype (3 monsters and 3 instruments), a prototype of the monster info panel (programming implementation and visual mock up), as well as going through MIDI sounds to determine which are usable and which aren't
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