Speeches and Presentations

This week, as my duty as the producer of the group, I’ve been preparing for the ALPHA-presentation, as well as improving the main-menu concept a little bit and helped out with some odds and ends. As the main menu is not that interesting, and the odds and ends are a bit sparse, I’ve decided to write about what I’m going to talk about tomorrow (Friday 21/2-2014)! The following is not a script, but just the general outline I’ll follow when speaking about the project.

We chose the ”Escape”-concept for many reasons. We thought we could all learn something from it. We thought it would be challenging. We thought it would be something we’d all want to play. We also thought that it was a project with so much content that no-body would be left without something to do.

I’d say we made a good decision.
While I can only speak for myself, and tell you what my group have told me, it seems we all feel that we hit the nail
right on the head. While we’ve hit some bumps in the road, with some lack of dedication and some bad mood within the group, I feel that we’re now passed that stage. This is most likely due to more mandatory meetings and more QA during the weekdays instead of doing it at the end of each week.

Another problem we had was with the light-engine we chose. The light engine is (in my opinion) one of the more good-looking ones we’ve seen between these projects, but it took up more time than perhaps we would have wanted it to. But, even though we had to allocate more time to it, the result looks really good so even if it required a bit more time; the end-result is worth it.

But this project has been a lot more than just problems; in comparison, there’s barely been any problems at all!

We started developing really early in the cycle; Started with basic programming as soon as the programmers had agreed on a structure and we started with the art as soon as we’d set our aesthetic goals; So that we could make a mood-board.

We also received very good feedback during the Pre-Alpha test, many people thought we really captured the mood we were looking for; and that’s without the sounds and music that’s coming in the BETA!

And what else is coming in the BETA, you might be asking yourself? (Or maybe you aren’t, I don’t know.)

– We’re making ‘level 1′ and the ‘tutorial level’ playable, at the moment they are in the design-stage.
– We’re adding working doors into the game, with locks and matching keys.
– We’re adding furniture, some which will create sound and sound-ripples when you step into them.
– We’re also adding a ton of Guard AI, which will make the guards Hunt, Look for and Shoot the player.

So that, as well as what we’ve changed from the original concept, is what’s coming up in tomorrow’s presentation… But that part, I’ll not spoil!

Also; Here’s the background-image for the main meny, which I improved a bit this week:

Background_Noire_Updated

Hopefully this wasn’t too hard of a read,

Cheers!

-Henrik