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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