Sunday, October 31, 2010

[Explosive Dawn] Fall, Week 8 - It's Ali-i-ive!

Greetings,


It's week 8, and I'm happy to report that we've all made full recoveries from the plague. It's also Halloween. I spent my day creating art for UI and sprucing up our GDD, which I spent most of yesterday writing. I'll sacrifice some sleep tonight to spend some quality time with Alan Wake; I don't want to be a holiday grinch.


Anyway, as for the game, we've actually got some substantial things built. We've got a ship that shoots and an enemy that slowly follows the player. This is exciting since this is the basic core of what the game is--a shooter. It's good to see progress, especially with the Prototype Milestone just next week. We'll be presenting what we have on Wednesday. 


Design-wise, like I said, I worked on the GDD. Documenting things really helps get things solidified and out of the misty "I dunno, maybe this" area. I feel like I documented more or less the majority of everything that's going to be in the game, including art, sound, music, and UI. It's a small game, so the document isn't grand and impressive. I also made extensive use of tables. I hate reading text as much as most programmers do (even though I'm a writer), and my own text is really no different when it comes to documentation. Consequentially, I kept things short but detailed. 


One thing we finally solidified is our weapon set. We're planning on having three different weapons and a shield. The weapons' behaviors mix together when players equip two different weapons. These are the weapons we are planning:


Default -- One bullet at a time
Red -- Laser (basically a fast stream of bullets)
Green -- Spread (a wide spray of bullets)
Blue -- Bomb (an attack with an area effect)
Purple -- Shield (one power-up doubles health, two doubles health and regeneration speed)
Red + Green -- Spread Laser
Green + Blue -- Bomb Cluster
Blue + Red -- Fast Bombs
Two of Red, Green, or Blue increases the damage dealt with those attacks.


Wow, I almost forgot. We finally have a name for the game. It may or may not change, but we've decided on calling it Fusionihilate (fyoosh-un-eye-ill-ate). It's a combination of the words "fusion," which is what the mix-and-match gameplay is all about, and "annihilate," which what a shooter is all about. Also, it sounds really cool.


I'll post a picture of the main menu mock-up that I did, but that's all the art I'll post for this week. Most of what I did was just boring UI stuff, making buttons and whatnot.




There are no new sound or music assets at the moment. I will be getting to those after Prototype, as they are not important for this milestone. We have more than plenty SFX for the mechanics we've got at the moment.


Our plans now are to get the game as ready as we can for the milestone, make our presentation, and get our reports done. See you at the end of next week after the presentation. Peace.


Sincerely,
Alicia.

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