Monday, May 27, 2013
Sunday, May 19, 2013
May 19 2013 - Meeting
Meeting from May 19 2013
Bingjie, Justin, Alex, Kirk, Daniel
Kirk's cave model is in-game
Will need a ceiling.
Dan's 2D Animations
-After Effect's Puppet Pin Tool
-First four cinematics
-Scene 1 -Dispora
-Scene 2 - Desert
-Scene 3 - Forest Collecting
-Scene 4 - Hunting
Justin
-bug fixing
-beast aggression display
-population display
Bingjie - camera swapping?
Alex - Water effects?
Bingjie, Justin, Alex, Kirk, Daniel
Kirk's cave model is in-game
Will need a ceiling.
Dan's 2D Animations
-After Effect's Puppet Pin Tool
-First four cinematics
-Scene 1 -Dispora
-Scene 2 - Desert
-Scene 3 - Forest Collecting
-Scene 4 - Hunting
Justin
-bug fixing
-beast aggression display
-population display
Bingjie - camera swapping?
Alex - Water effects?
Wednesday, May 8, 2013
5/8/13 Meeting Notes
Meeting - May 8, 2013
Full Attendance
- New Web Build
- Issues:
- How to convey what can be done in a scene?
- How does player know how they're doing?
- Will the 2D/3D feel good?
We had a lot of progress today!
- We came up with a quick solution to telling users during scenes how much stuff they have left to do.
- In the background of every scene, there will be a mountain with three sections on it.
- This mountain's thee sections are (1) the village, (2) a first set of collectibles and (3) a second set of collectibles.
- Both sets of collectibles have two options: collect berries or hunt game
- for every 3 berries, only 1 game is required.
- However, hunting game may negatively impact the predator aggression meter
- We sorted out the programming requirements for making the mountainside happen.
- We assigned programming tasks to Bingjie and Sanjay
- Sanjay: Work on the respawn system and figure out how to make it work.
- Bingjie: Work on the bug with projectile shooting as well as put finishing touches on the start menu.
- We assigned some art tasks to Dan
- Generate some sample assets for the mountain side
- Work on overall scene level art and cutscene design
Wednesday, May 1, 2013
May 1 Meeting
Attendees: Dan, Justin, Bingjie, Alex, Kirk
Discussion Points:
- Finalized Inventory Measurements
- Predator Aggression [1 - 100]
- Village People [1 - 100]
- Sticks [1 - 100]
- Berries [1 - 100]
- Meat [1 - 100]
- Presence of Fire [Boolean]
- Created Village [Boolean]
- Found Forest [Boolean]
- Problem Points
- Player Feedback / Communicating Internal Parameters
- Proposed Solution: central column that has repository representation of player stats.
- Not much carry-over between 2D and 3D Worlds
- Proposed Solution: Beast in shadows that (1) limits progression and (2) changes in behavior based on player's choices in scenes
- Baby's role is unclear
- Proposed Solution:
- Make it a rare spawn in (1) 2D scenes AND (2) baby eyes in 3D shadow.
- Audio cues?
- Environmental Markings?
- Baby tracks in 2D.
- Keep in mind DIFFERENT SHADES of endings
- final painting, not beast behavior
- Domestication evolution idea - creature should have a form of evolution as well.
- Level Design Talking Points
For Next Week:
- Playable Demo
- Setup Survey [Web Build]
- Consistent Web-Build
Location:
United States
Monday, April 29, 2013
Meeting 4/29/13
Attendees: Kirk, Bingie, Justin, Dan, Alex
Notes:
Notes:
- Discussed the cave layout
- Discussed the various 2-D interactions
- Discussed creating one large grid map for the 2-D
- Assigning group members production tasks
- Discussed how the interaction with the Beast at the end will play out.
- Parameters set in the 2-D interactions will determine whether player is presented with a bone knife or bone flute
- Showing that there is two optional outcomes, while only letting the player take one, will increase replayability
- Discussed Torch Relighting mechanic
Week To-Do List:
Kirk
- Character modeling for 3-D Beast and Baby
- Alter
- Torch
Dan
- Concept Art for Alter, Torch, Tools
- Misc. 2-D Assets
- Various 2-D grid layouts
Bingie
- Concept Art for Baby Beast
- Bone Flute
- Bone Knife
Justin
- Basic Set-ups for each gameplay style
- Coding for End scene
- Coding for each scene type
- Coding for Torch (Flickering out/Relight)
Alex
- Basic Cave layout
- Update Gantt chart
Sunday, April 28, 2013
4/28/13 Meeting
Attendees: Dan, Justin, Jason, Bingjie, Alex
Meeting Points:
Discussion:
map design concept
Scene Description Spreadsheet
Meeting Points:
Agenda:
-Discuss Level Design
-Assigning assets to People
-Beast's Den Scene - polishing it & decide how to tie it into the story
-Scene/Mechanics Breakdown
-What we can have our eventual high-schooler focus on
Discussion:
map design concept
Scene Description Spreadsheet
- 3D Assets
- torch
- flute/bone/weapon/thing
- skeletons
- tribe remains
- Beast
- Baby beast
- Programming / Technical
- scene setup in that allows for array images to be background
- Shaman scene
- wasd controls dance movements
- background characters doing those movements in a certain order
- player follows movements
Sunday, April 21, 2013
April 21 Meeting
Dan, Bingjie, Justin
- To get Bingjie and Dan into a coding spree, we started them off with some stuff:
- Bingjie: limit player movement in painting using high/low/left/right bounds.
- Dan: mess around with making a cool stampede effect for the predators.
- We also watched a documentary and made a shared file of some ideas that came from it.
- Moving forward, tomorrow's meeting (@ 11 or so) should probably cover (1) the story's exact details, (2) ways that story can influence over the game, (3) how to introduce these concepts, and (4) how we can build this stuff up to some epic ending.
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