instead of 2 paths, have 1 path with both challenges intertwine d 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 developmen t stuff (unity multiplatf orm 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-betwee n levels screen); spiritual tree head scenes should be mapped out and understood
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