Thursday, October 17, 2019

Start of Development

Within the first weeks of the development with my team (Ben, George, Aled, Scott, Rongjie and Matt) it was just very simple prototyping such as paper prototyping, this is a really good way for use to get a very rough idea on what direction we want to go with the game. the group has already had various group discussion about the story elements for our game but this wasn't something that i was apart of.

For the start of paper prototyping we started with what we think were the most basic elements to start with, so we started in the area of the game when it begins. we split into the artist and the programmers and prototype different things then we would come together ad discuss it as a full group.


 We programmers started with basic controls that we have. we researched into other game to try and figure out what control type we should go with and we had some back and forth on what we should actually go with. With is being a early prototype everything is subject to change in the future.
Artist had a look at what the beginning area could be structured like, they has various ideas of what would go where and this is where one of the pros of paper prototyping comes into effect, with the key areas just being sticky notes its easy to experiment with various placement to see what everyone would agree on.
As a team we then has a good look at the UI of the game screen and the things that would be on it. We had an idea on what we would actually want to be part of the UI such as the health bar and the stamina bar but this discussion was about where it would be and what it may look like (how big it may be/where it may be).

Other things that would be on the UI would be the skill wheel/radial menu for the characters abilities, although this is still a bit away.
A more refined idea for our UI is this, we took an image of Dark Souls without the UI and messed around with the position of our UI elements.

No comments:

Post a Comment