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Introduction:
Let me just start by saying that I am not a great log-keeper, and that I am writing this at the end of week four. Hopefully, the last four weekly updates will actually be weekly.
But back to the project. I am the lead designer for the game “Adventures in space and slime”, with the working title “Spacegoo Adventure”. It’s a 3d puzzle platforming game that hankers back to the late 90’s early 00’s, with Banjo Kazooie and other so-called collectathons as our main inspiration. The game’s unique selling point is that you control three characters with different abilities and that you can solve every challenges using any one of them, with the special abillitys allowing you to make your own routs rather than just the most long and straight forward one. More on that later.
Week 1:
The first week was mostly documentation for my part. Our producer was sick, so I created a basic scrum, wrote our internal design document, for use when I am unavailable for the team, and at the end of the week, I worked on the intricacies of the basic movement. We use a modified version super character controller for Unity, which was an attempt to recreate super mario 64 in unity. This sped up the work for the programmers enough for me to fine-tune it so that movement was done by the end of week 1.
One of the things we did with movement was to make the jump last 0.8 ( because I read this article :http://derekdaniels.com/blog/2013/2/23/game-feel-part-2 ) and the jump height vs speed would have been to snappy otherwise. I also used testing by pulling anyone that I could get my hands on to try movement, and all seemed satisfied with the final result.
Now, as a bonus, here is the early version of the internal design document.
https://drive.google.com/open?id=1Tye5kxpUVHlKtx3WCSSMs6YkU6GslO9zk_9AB3HhoaU
About Pontus Hassis
2014 Graphics
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