Monday, 16 September 2013

Go Team

Today's session brought with it an intense discussion on the direction we were taking Soul Furnace as a group. Chris had received some excellent feedback regarding the demo I produced for the last assignment. Pretty much what he'd come across is that the gimmick of having the screen rotate as you played was too overpowering and became nauseating for players who wanted to play the game for a long time. They also found that the rotation of the world made controls confusing when the character had moved to the opposite side of the circle. We considered making the game a side-scroller for the sake of programming and art ease but this form lost a lot of the original game's charm. We settled for maintaining the circle aesthetic but removed the automatic rotation of the world as well as took a more abstracted approach to the environments.
Having made a final decision on what we want to change we now know how to approach each of the different aspects of the game. Our goal by this coming Thursday is to have a tweaked demo that displays an obstacle/collectable colliding with the player (code provided by Andrew, sprites by myself), as well as have a new alternative environment design (Chris) and the beginnings of a menu set-up (Mark).
Additionally I intend to produce refined boss concepts for each of the levels, based of the responses the team made to the concepts I showed them today. More on that as I get it done...

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