One of the things we
talked about was how to control death. Should there be a kill switch or not? We
decided that, yes, we needed a kill switch, otherwise the clones couldn't be
killed in the strategic places.
We also talked
about:
- Should the player be able to move a corpse, or should do you need to die in exactly the same place?
- Should the exploding clone explode when it dies or when pressing a button of some kind, X for example.
- Should the explosion be instantaneous or have a little delay (too get cool chain reactions maybe)?
- Reset button if you get stuck.
We also decided
about what controls to use:
- Arrow keys to move, <- , ->
- ^ to jump
- Space is the kill switch
I had asked Conrad
to make levels, and he had 4 level-ideas, for introducing 4 kind of clones.
Based on that we decided that this amount of clones is enough to demo the game,
but that we might want to add one or two complex levels.
I also started to
plan the First Demo, especially since I wouldn't be able to be there!
What needed to be
done so that we would have a palyable demo?
Who would do what?
What things we were
still missing, what was reasonable to do?
This is what we
decided we needed for the demo:
- Implement some level based on Conrad's design
- We need clone-corpse types:
- one normal
- one bouncing
- We need the player to be able to move
- Merge key-input with game.
- Jump.
- Kill switch (die).
- Coloring of the game art
It turned out the
rest a of the group implemented more than this the night before the demo. It
turned out well, but I made a mental note to be careful about this for the
final demo, since we would need to focus on the GDD then as well, which we
didn't need for the first demo.
We also talked about
what was needed in the presentation:
- Quick update what the game is about,
- name,
- defining factors relevant to the demo
- Playable game
- Someone needs to take notes on the feedback we will get
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