Saturday 2 December 2017

Fifth Meeting, Nov 9th, week 2


This meeting we made sure everyone had the project up and running, because there had been some hickups with files that were needed to compile and run the project but not being included when in the github project.

We also started talking about and planning more details of the game, such as the raggdoll physics which I made a quick sketch of to help us visualize.


We also talked about the look and feel of the world, the camera position, the level design, if we wanted checkpoints for the levels or something else.
For the look and feel we talked about pastels, and how to distinguish between different clones, maybe having them in different colors, and what kind of light source we wanted.
We also decided that our game would look 3D but work like a 2D game.

This meeting I also made sure we started delegating programming tasks and design tasks for next time, in the following way:
  • Raggdoll Player - Daniel
  • A StaticObject class - Benjamin
  • Contact listeners - Antonio (if he has the time)
  • Player class - Emmeli
  • Start drawing, designing levels , lo-fi - Conrad (and Alexander?)
  • Cut scenes/drawing text - Alexander


I was to look at the Player class, which at this stage consisted mostly of the key input.
I wrote a KeyInput class, but couldn't test it on an object since I didn't have the raggdoll object, and I wasn't sure how the clones movements would be powered. After talking with my project members, it was by applying a force to the clone body that we would get it to move. However, at this point I had realized that LibGdX had an already implemented IsKeyPressed method, meaning that we could use that instead!

Before this meeting we had made the First Pitch presentation, where Alexander and I presented.

The day before I had drawn a two logo ideas, one based on Alexanders idea and one my own, which we included in the powerpoint.


We had also decided on a name for the game the day before.
We had the following names up for vote on slack:
  • Playing with Corpses
  • Clone Corpses
  • Suicidal Corpses
  • Euthanasia
  • KamiClones
The more names we came up with, the more macabre they got, and in the end KamiClones, based on the japanese Kamikaze, was the one most of us liked best.

I had also made a copy of the GDD template and gone through highlighting the different parts in different colors depending on if I thought we would keep it or not. We went through it again, together, during the meeting and got a understanding of what we thought was relevant for our game and how we could organize the GDD.

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