Last week's meeting was yet another success for Little Black Dress Productions. Our focus was largely on the design aspects of the game such as multiplayer, sound, music, assets, and everything that needs to get done before Beta.
For multiplayer, we're going to have something fairly basic to start off with. Then we'll expand on it from there. Networking is our biggest risk at the moment, so we're scoping our multiplayer as minimally as possible to mitigate that risk. The basic idea is that there will be a cooperative mode and a competitive mode. In the cooperative mode, players have a combined score, and they can give each other items that can help one another. In the competitive mode, players have separate scores and can send items that are detriments to the other player, like a new wave of enemies or something.
As far as sound and music are concerned, we're going to head in a much more musical direction now. It's something that I think the whole team is really excited about. Since the gameplay consists of a continuous stream of firing, we're going to create musical strings that play when the player is firing his/her weapon. Each type of gun would have a different musical string. Also, we're going to try to get everything to happen on beats so that the sound effects for enemies spawning and whatnot can become more musical. It's definitely something that's going to increase the asset-load and necessity for quality assets, but that's a risk we're willing to take in order to try to get something of that magnitude of awesome.
Spring Break is the week after next. We have a couple members of the team who will be going down to the Game Developer's Conference in San Francisco. The rest of us will be around, taking it easy, catching up on projects for school, and doing independent research for our personal responsibilities with regard to the game. For example, our sound and AI programmer will be looking into a new sound engine, Wyse, and I will be looking into music and sound for the game.
Our meeting was our big-ticket thing for this week, and we did a lot of good planning and figuring things out. If we follow through with our plans, we should be set for Beta. Our one big risk for this milestone is networking. Progress is being made on it weekly, and we're planning on having at basic multiplayer mode up for Beta.
I created the player dying animation today. That was an asset that had been sort of forgotten before, but it's created now. It'll be put into the game very shortly. I also started work on an actual font file based on my hand-drawn letters and numbers. Right now, it's just the numerical digits since we plan to use it for the score, but I hope to expand it to a full font set and use it in other places. Also, I finally put some information into our new tutorial and credits screens.
The beginnings of the Explosive Dawn font.
That's about all there is to report on. We'll see what there is to report on next week, the week before Spring Break. Hopefully I will have created some interesting sound or music pieces. Peace.
Sincerely,
Alicia Yeargin.

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