instead of 2 paths, have 1 path with both challenges intertwined and they choose what things they want to do; they can switch between powers on the fly; meeting with spiritual chief in the end you can power yourself up in one class or the other
Maybe contact paul to talk about development stuff (unity multiplatform dev, etc)
DISCUSSION POINT: meeting with paul
class - shaman, warrior, in-between character
controls: button to jump, button to shaman move, button to warrior, button to run
characters have bad and good symbols
skill tree on chieftain antlers; warrior vs. shaman
shaman does his gandalf pose, symbol comes together if the other character is good; if the character is bad the gandalf pose pisses them off and they hit you
Assets:
Dan: Concepts, Tile game, sketches of different stuff to model
Group: Level Design; Maps 1 and 2 [Not Procedural]
[Stealth game and Killing Options both available in levels]
List of Assets
List of Badguys, Good guys, rescued characters, platform types
Grid-based level design, drawing maps
List of variables (anything that can happen and how to make it happen)
Concepts for legend (in-between levels screen); spiritual tree head scenes should be mapped out and understood