- We went over the art assets: 3 monsters & 3 instruments
- Talked about putting together a full mockup of the monster information screen in Photoshop
- Dylan ran through the battle prototype which included the flying monster, the 'mim' monster, and the bomb monster which programatically creates monster pools to draw from
- Professor Rosenstock brought up the issue of visual correlation between instruments being played and effects on monsters
- We discussed the potential use of particles to indicate whether damage or health was being given to the monsters, as well as incorporating animations as indicators
- The question was also raised whether or not the game seemed "fun" yet and we came to the consensus that ultimately more monsters would have to be implemented in order to make that kind of determination
- Both Professor Rosenstock and Professor Finkel asked what the player was 'doing' during the battle, meaning what was there level of involvement in terms of having to complete the battle
- We discussed different ways to try and increase player involvement such as implementing a fatigue system, perhaps having patterns not repeat, ultimately making it so we avoid long periods where the player is doing nothing
- Brian also talked about how he went through and picked out some MIDI sounds that we'll be able to use
MOVING FORWQRD
This is just a list of things to keep in mind moving forward as well as things more specific to the art and tech side
- Improvement on the Game Flow (more complete to include map screen and battle selection)
- Potential sequence mock up of single player (what monsters at what battle and when instrument and player upgrades come into play)
- Upgrade system progression
- Hammering out a potential fatigue system and also its other applications (anti-fatigue upgrades, etc.)
- Also think about potentially implementing upgrades that also encourage interactivity
- Fatigue system - if we were to do it how exactly would we design it and implement it
ART
- Keep plugging away at creating monsters
- Also put together more monster and player animations
- Think of ways to try and showcase the instrument players
- Try and incorporate men and women characters
- All building towards completing one area/battle scene/setting
TECH
- Implementing an upgrade feature
- Implementing a map screen
- Hammering out the win condition
- Make the logic to be able to switch between animations
- A potential import/export method for patterns
- Flushing out instrument classes
- Potential implementation of some form of a piano roll to accommodate incorporating durations
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