We decided to buy Puppet2D to see if we could keep all the animation within Unity. We had some trouble initially figuring out how it worked but we were able to successfully rig a character. The animation for puppet2D is in Unity's animation editor so that's pretty convenient for us.
Been working on some sketches of the landscapes/settings as well as the characters. These will hopefully be rendered in Illustrator with some flourishes in photoshop/medibang.
Currently, we are following our design document. However, we believe that the true nuance of the story can be explored in different variations of the story - the many 'if' statements that can occur.
For example, the player can get any amount of people impregnated by the spider but it is not until a boy gets pregnant that the campers actually believe that the girls were telling the truth and they were impregnated by accident. However, we will not begin exploring these nuances until we are a good way into the code and graphics of the game. Our previous problem with the working prototype was that the animations were hard to stop in order to pick up. We solved this mainly because each animation will now be a sprite. This way, it is not the position that is influenced by animation but the sprite. This way, objects can be picked up by players without needing to stop the animation.
Currently, we have made a prototype with one command that basically lays down the framework for the type of coding that will go on through the rest of the game. So In the end, our main mechanisms will be animation triggers and tags. We are now in contact with a music student in order to get some sound for the game. Currently, we are thinking of having three separate tracks- a normal, spooky, and dramatic. However, it would be good to spread it to 5 tracks in order to get more diversity and flexibility with the audio.
So our week consisted of finalizing our idea and creating a concrete design document to support our story idea and give us a clearer idea of our goal throughout this project. Currently, we are not sure if we want to proceed with the project in Flash of in Unity.
Why split our game into two, three, or five screens? The split of screens allows for interesting game play that is both new for users and can allow us as authors to get creative with our game. Say the game is a mystery game that begins like so: Now the user is faced with two black scenes and a small scene in which characters present the problem; where is jim? It is no doupt the user's job to answer the question. Just from the structure of the screen it is obvious that the other two screens are important. So maybe Jim is in there? But how do we tell? Maybe we need to light up these screens. Woah! Here is a body that could be Jim. Let's have the other characters check by dragging him over as well. After discovering the death, our character walks over and shares the news. In this game, most of the elements, narration, and intrigue will come from moving the game objects, most notably the fire, from one screen to another.
We recently talked about different ideas each of us had on the direction of the projects in terms of narrative and gameplay elements. Below are lists of ideas we've come up with
Other
We've begun our jump into the project by organizing things. Our first day consisted of talk on references and ideas. We had initially proposed a project which dealt heavily on narrative. However, to give ourselves more freedom with art and gameplay, we have decided to pursue a game that focuses more on gameplay.
We brainstormed ideas and concepts for a new game and created an inspiration board to organize our thoughts. We also managed more housekeeping such as creating this site and creating the google drive files and schedules for the project. |
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November 2015
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