Design Blog 1
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Hello eveyone! We had a concept document and user stories from the team who came up with this game idea to work with from the start. So as the game designer in this team I looked through these to figure out what is the important aspects of the game, what to keep and what to change. The game concept is to play as a Japanese sailor who sets out to find the famous folklore creature Umibozu in the late 19th century. Their aesthetic goal was to make the a Mysterious game, and I think their game idea was very suitable for this. So while looking through everything they’ve made I started doing some notes about all the key features they wanted to be in the game, to try to understand what their vision of the game was first before adding our aspects of it. From the user stories and from the concept document I made a one page paper with all the tasks and features that we have to make to create the game they came up with, and with all the notes for that it was easier to decide what features we would keep, remove or change. Which features that really support the mysterious aesthetic goal, and which that supported the gameplay for the game. When we had the game broken down in features, we decided as a team how we wanted the game to be. What we thought was important and what we wanted to add to the game. When we had a general idea how to make it, we started to plan our sprints with the knowledge that everything will change while we make it. I started writing the important user stories for our game for the key features, so each feature made more sense on why we implemented this feature in to our game. The user stories made it easier to understand the tasks we had had, and why.
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