Game play coming along
Today we met to discuss the specifics of how the game will play out. We divided the game into 5 linear quests all containing smaller quests/puzzles/mini games. The plot of the story has evolved nicely into a coherent fashion that appropriate to the game play. A fair ammount of action elements have been incorporated into our gameplay now too.
Our major discussions were on the balance of adventure aspects and action aspects in the game. As of now, the adventure puzzle aspects seem to be lacking. We also discussed the advantages of different ways to veiw the game. One manor involved the image centering on the sprite where the background moves behind it sprite. The problem with this veiw is that that the perspective of the walls would change, and leaving the objects in the room looking distorted. The other suggestion is to center the veiw on the middle of the room, and let the sprite move in the room. This would solve the distortion problem, but could possibly detract from the imerssion of the game.
In other news, Jon has made some animated concept art of the hero sprite and is planning to work on some moving at different angles to fit in the game. Todd has modified the map demo to create a 3d room that looks like a good basis for the setting of the game. I have been working on isometric furniture to experiement with the perspective in the game.
We should probably establish a comparitive scale of how everything will be displayed in the game.
--Dora

1 Comments:
It sounds like you are thinking things out well. I have some graphics-related suggestions about what you brought up in this post:
I think you should go for immersion (a character-centered view) instead of a fixed per-room view. Don't worry too much that the perspective of the walls will change; it won't look as distorted as you think it will if done correctly. Whatever you do, make sure the camera always moves smoothly between positions and angles whenever it moves or turns, because it's disorienting when the view suddenly snaps to a new position.
When it comes to furniture and other things besides characters and small items, I suggest sticking with very simple 3D representation (for instance, a table is 4 stretched-up cubes with one squashed-out cube on top). When your character is inside a room, the only things you need to draw are the inside walls and floor of the room (and whatever is in the room, of course).
Also, you should consider the graphical possibilities you have with making some surfaces and objects transparent instead of solid (like transparent bed-sheets or curtains, and you can even draw rays of sunlight coming in without much trouble). You can make some very professional-looking effects with transparency.
Good luck with your game -- I'll be there in class to look at what you have so far and help out with graphics or whatever else you need help with.
- Justin
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