Thursday 28 October 2010

CRITIQUE 28th OCTOBER 2010

Cool ideas have been flying all over the place and I'm not sure whether or not we are wasting time throwing ideas out that we cannot achieve because of the technical/coding aspect, like combat against enemies and various terrain traversing mechanics.

Having a chat with Adrian has definitely defined what is expected of us as a group as a final result.We wanted to create 2 levels, that both use 2 different gameplay mechanics:

  • Hand to hand combat based, where the player would be fighting against guards and gang members (Vivi Pre-pregnancy) in the more slums settings (lower of the tower).
  • Over the shoulder, where the player would kill guards via cover and gun combat (Vivi during pregnancy), higher up in the tower where it is more of a celestial design.
    Adrian was saying that this doesn't necessarily help for fill out criteria. Its not necessary to make a working game demo because the tech doesn't necessarily demonstrate our artwork, just our technical skill

    • DONT START OFF COMPLEX, START BASIC AND ITERATE AND ELABORATE.
    • Create a section/period of time/with various beauty shots and props to give depth, showcase work and make the world seem endlessly huge from what is displayed in concept.
    • To create an asset list so that we can outline the bare essentials of what is needed and build up from that.
    • Only create narrative necessary for what is being made.
    • Document every idea and store it in a file. Come back to it and edit what should be used and what shouldn't be.
    • Create a defined art style and reference image file to refer back to always so track is not lost. 

    At the moment, the entire group has various different ideas for the aesthetics of vertical city. This needed to be defined by much research and bring it all to the table and discussing it. This also needs to be done with anything either of us do.

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