MQP Meeting 11/4 Notes
- First instrument tree has been completed: class based -> each subclass correlates to a set of monsters
- As such the monsters will also be broken up into 3 classes to correspond with our three instrument classes
- Monster parameters: movement speed, damage multipliers, state modifications
- We discussed additional things to keep in mind concerning game flow such as the use of fatigue, the player having a overall health bar, and having multiple instrument slots, some of which have default specific instrument class type designations, and the potential use of 'ammunition' for instruments/instrument players
- We further discussed multiplayer and our top 2 options
- The first is a VS mode where one player controls the instruments being played against a player who controls the spawning rate and variance of monsters
- The second is a co-op mode featuring potentially up to 3 players where each player controls and composes for a specific instrument class and all players work together in defeating waves of monsters
- We discussed the visual aspects of the game flow, such as the title screen, main player screen, map screen, upgrade menu, compositional menu/interface, battle mode, and how the player would move through all these screens when playing the game
- We discussed our ideas for the player earning experience per each battle allowing them to level up and thereby unlocking new instruments as well as a currency system which would allow the player to purchase other ancillary items or upgrades in the shop
- Professor Rosenstock suggested starting to put together some art assets, sounds, etc. and recommended aiming for being able to put together a single test environment
- WHATS NEXT: completing 3 instrument trees, a 'game flow' prototype (main menu -> composing -> battle -> shop -> repeat), a refined monster list, and putting together a mock up of a potential battle
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