Task List for 10/17/2013:
Task
|
Completion
(Yes/ No)
|
Name
|
Make forest level terrain in Unity
|
No
|
Tejas
(Producer)
|
Sounds: Combat,
Footsteps, convert audio to MP3
|
No
|
James
|
Assist Tejas
with forest level design and asset placement
|
No
|
Kevin
|
Craft polar bear
model based on new techniques and watch youtube videos about maya modeling –
for Tuesday
|
No
|
Matt
|
Milestones
Date
|
Task Desired
|
On Track?
|
10/8 - T
|
·
Work on improving the FPS in Unity
·
Work on environment sound (water sound) and
bear sounds such as (roaring, stomping, walking, slashing)
·
Work on level design (maps and sketches of
the desired level) This will be converted to the Unity File after
finalization
·
Improve
bear model and make it into an FBX file
|
Yes
|
10/10 - TH
|
·
Continue
Game Mechanics
·
Have a prototype built ready for play
testing for bugs
·
Have at least one character active
·
Make
sounds and actions co-exist
·
Have
a very clear game mechanics and instruction list
|
Character still needs tweeks, began
working on sounds and actions co-existing
|
10/15 - T
|
·
Begin
working on character two and or minions
·
Start thinking about animations of
characters and idle movements
·
Have art environment really start coming
through
|
Behind on
character develop due to lack of skill. New model produced today.
Art
Environment is excelling
|
10/17 - TH
|
·
Begin
implementation of 2nd character and have minions for polar bear
function
·
Start working on technical aspects such as
attacking and defending
·
Have the environment of game look more
realistic and allow the character art to co-exist in it
·
Have
all sound effects for every movement complete by this date
|
|
10/22 - T
|
·
Have
rough draft of 2nd character complete
·
Place prototype of character two in the game
with the mechanics of the bear
·
Begin crafting environment for human
interaction
·
Start
considering art and navigation for menu, title scree, and every action
movement of characters
|
|
10/24 - TH
|
·
Have
modified and final version of human and save to a FBX format for unity
·
Have a prototype ready for playtest that
incorporates both characters
·
Assign sound affects properly to every
movement and character
·
First
draft of interface is up
|
|
10/29 - T
|
·
After
tweaking interface, have final version of interface, menu, and icon
development
·
Completion of all sounds correlating to
movement
·
Finalize environment for each character
·
Develop
a universal base that each can share. (this will be divided into two bases if
time allows us to do so)
|
|
10/31 - TH
|
·
Characters
are complete as well as sounds, interface and controls
·
Have a rough/ final base for either one
character or both
·
Have a scoring system implemented and allow
for one side to win
·
Have
version 1 of game complete.
|
Sprint 11
Team Huge
Lens of Fairness
Should our game be symmetrical?
Our game
should be symmetrical because of its genre. Being an RTS, it is pitting two
teams against each other. We feel by giving one team a tactical environmental
position would be unfair to the other team. By making the maps symmetrical,
both teams have the same space to run around in making the playing field
balanced.
Should our game be asymmetrical?
Our game should be asymmetrical as well to
bring out elements of a real environment. The levels themselves will be
symmetric in terms of having the same negative and positive forces on each
side, but the areas, which are interactive, will not be simply just mirror
images of each other.
Which is more important: that my game is a reliable measure of who
has the most skill, or that it provides an interesting challenge to all
players?
One of the most important things about our game is that it will be
accessible for all player skills. We
are hoping to create a system that allows the worst player in the world to
still have a solid chance of beating the best player. In short, we want a very
small range of skill for players to achieve. By doing this, we create an environment
where all players are on the same skill level, newbie or veteran.
If I want players of different
skill levels to play together, what means will I use to make the interesting
and challenging for everyone?
We are hoping to make a game where
any and all players no matter what skill can play together. To do this, the
learning curve will have to be simple. To add variety to gameplay, there will
be random chance events to power up or aid the player. Chance events are a good
way to provide bonuses to players without upsetting the skill balance.
Lens Of Triangularity
Do we have triangularity now?
We have trinagularity through our
level design. The biggest decisions the player will be what direction to go in.
Determining on the path you take, it could change the fate of your life. For
example, one of the levels will have a few paths. One of them is a little bit
longer and has more space to battle. However, there are towers that are
shooting at you. If your team manages to destroy the turret, another lane
becomes open which could be used for flanking. But on the other hand, there’s a
route that does not have turrets, and it is a much shorter route. The catch is
that it is easier to defend and an attack could easily be thwarted. Also, if
players decide halfway through it was a bad idea to go through this path,
escape will be harder because water is lining the path which makes players
travel slower.
Are the rewards commensurate
with the risks?
Our game does balance the rewards with equal amounts of risk.
Our level design in theory works out well to create high risk/high reward
situations.
Lens of Skills Vs Chance
Are my
players here to be judged (skill), or to take risks (chance)?
We hope the amount of skill a person has in this game, is
completely reflective on their ability of knowing when to take their chances.
Another skill that would be useful to have would be to cooperate with a team.
Preforming as a unit is more effective than lone wolves.
Skill
tends to be more serious than chance: Is my game serious or casual?
Our game is more casual than serious. The level of competition
that the game evokes is that of a pick up game. Players are here to just play
the game at their leisure and not to go all out and play like there their life
is on the line.
Will adding elements of
chance enliven the game?
Adding elements of chance will be the factor that determines
small bonuses for players. Players should feel that the outcome of a battle is
always 50/50. With the random chance events in place, it gives players an upper
hand that doesn’t feel undeserved or cheap.
Do parts of my game feel
too random? If so, will replacing elements of chance with elements of skill
or strategy make the players feel more in control?
The balance we have in the game seems to work well as is.
However, by allowing these chance events to be influenced by player skill could
really change the way to game flows.
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