Our Alpha presentation went as well as we expected it to. Overall, this is a game that's got a lot of potential. We just need to pull it off. It's gone through so much already, but I think it's finally going to pick up some real speed very soon and begin getting more awesome by the day.
This week was really focused on getting things together for Alpha. The engine is still being cleaned up. Today, we finally got rid of all of our known memory leaks. Now that the tech is in much better condition, our focus is now going to be put onto the game content, design, aesthetics, and just anything that can generally make the game really, really cool. The only tech that's left to be put in is networking, of course. However, that's a fairly independent thing for the time being.
We have a team-on-one scheduled for Wednesday evening. We will most likely be discussing our plan for Beta. Also, I'm sure we'll be focusing much more on the networking and multiplayer details of our game. They are currently a bit nebulous at the moment.
I've begun looking at new things to put into the game, such as new enemies, AI, new abilities, and new weapons. As far as enemies are concerned, I'm really looking at the AI and behaviors mostly. Some things that I'm looking at are movement styles and attack styles, like square paths and whether or not they shoot. With abilities, I'm thinking over possibly having a dash ability. As far as weapons and power-ups, I'm looking at a shield power-up, an ink-thrower (like a flame-thrower), and maybe some kind of really close range attack. I want to add variety to the game but not complexity, so it's a bit of a tricky thing. I have to give everything that I consider a fair amount of thought with respect to the design.
My design process is a little messy.
That's all we've got for now. I will let you know what magical things come out of our team-on-one at the end of Week 6. See you then. Peace!
Sincerely,
Alicia Yeargin.

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