We decided at the
end of the first meeting to meet again two days later.
During this meeting,
we discussed game ideas some more, and I took notes again.
This time, we had a
few more versions of games:
- Still the space strategy game
- But also a space puzzle game
- And a clone platform game, where f. ex. you'd need to jump over a gap, create pile of dead clones to do it!
After discussing
some we needed to make some decisions so that we could focus our efforts and
ideas, meaning we chose some ideas and excluded others.
- We would not make a 2D game
- We chose the clone puzzle platform, with different types of clones doing different things when they die. Mostly because we all liked that idea best, and it had an interesting story, that Alex had concocted!
This is the first
bricks of the first of the four pillars that we are required to have for this
course project, the Game Concept.
Another pillar is
the Technical Platforms:
- We've decided to make a 2D game, and we will use Box2D and LibGdx for this, and develop in Java (which is a language all six of us know).
- We discussed what platforms we'd like to develop for, and decided on PC and Android
The third pillar is
the Business Plan, which we discussed shortly, saying that we would release the
game on steam and google play.
The last pillar is
the Target Group.
Here we talked about
clones playing such a big role in the game might make it less suitable for
young children, maybe 12+ would be a good age.
We also determined
that the the target groups for PC and android might be very different. On
android the players might be younger and older, while on PC the players wold be
"our age", and these groups might have different motivations to play
the game. You usually spend less time per game on the phone than on the
computer for example.
At this point, we
ran into an interesting discussion:
Everyone can play
the game, but should we develop for everyone?
I have just started
my master in Interactive Media Technology, and started learning in more detail
about target groups and UX and such. So I had just learned that it can be very
hard to develop for "everyone". As I've understood it, it's easier to
make decisions when the intended target group is smaller, even if, in the end a
larger group might use the product.
But not all my group
members agreed, since the game would work the same for PC as for android, we
just needed to think about the way to control the game would work for android
too.
We discussed a bit,
but then we decided to ask Björn, the course teacher for input and how we
should think about this.
Before the meeting I
had created a timeline. During the meeting I insisted that we discussed what was
realistic to have finished when, to get a first version of a time plan to
follow. In it we have planned activities, a few milestones for the game, for
the GDD, as well as deadlines from the course. Later on I also added the dates
for the various presentations.
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