Slightly Coded – Potbellied King – Dev. Post 1
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You know, I’d like to make a post on this blog without first commenting on how long it’s been since last time I updated this thing, but I’ve already made a comment about this so whatever. Anyway, for the Theme Park course I’m part of the group Sligthly Coded. This post is mostly gonna be a recap of what we’ve done for the past few weeks and I will actually start to post updates regarding the actual work since then tomorrow/today/whenever. Things started out well with me, David F. Pizarro, Stefan Somo, William Hoglund, Sebastian Bergstrom and Andreas Calmius joined toghether to create a group. Our first concept was a rather strange Audiosurf-Combined-With-Ikaruga-esque game with the input gimmick being a chair that registered your motions and the way you leaned (for those of you curious, one of the goals of the Theme Park course is to make a game with a different input device, meaning no controllers or keyboards). The goal of the game was to gain a lot of score and we were going to focus a lot on audiovisual feedback. The response we got from the teachers was something like: “Your input is interesting, your game is not” so we got the assignment to create five new ideas for a game. one of those was that of a king being carried by his faithful servants while eating food thrown by his loyal subjects. A little bit different from the Audiosurf-Combined-With-Ikaruga-esque game we had in the first iteration. For this game it was also decided that we would be using the kinect to register player motion. As the Lead Programmer I was assigned as the one who would do the most work with the Kinect and I’ve found it surprisingly pleasant to do so. After the first week or so of work easter was coming so all group members decided to take about a week off and spend time with their families. When we all came back the group was disoriented and only two people showed up for the Quality Time meeting on that week, needless to say Magnus was dissapointed, not just in the number of people present but also in the work we had done so far (very little graphics to show (somewhat justified as the Lead Artist wasn’t there but still…) and hardly any gameplay, (once again somewhat justified as I didn’t have time to properly test it but still…)). At the end of the day we actually made quite some progress by working together and focusing on the goal and while we hadn’t done very much individually when we combined our work it was well done and would probably have been enough to pass. The same work continued on the next day (that is today (okay, technically yesterday but you get the point)), though most of the work was also just planning for the rest of the week. So… despite the negative things that we got in the Quality Time with Markus I feel personally that we might just be able to do this. Maybe I’m just being too optimistic but perhaps that’s what you gotta be sometimes… ♪ |