this class was our solo presentations
the project that was picked is Relic Rally
Questions:
Will there be any need for background landscape, or will the entire level be constrained to the inside of the corresponding temple?
If so, is time static, i.e. will the game have a day-night cycle?
If character designs will be olive/khaki, we'll need to make sure that those colours don't feature in the environment.
What size will each section need to be (vertical and horizontal space)?
For next week:
Review the video and think about artistic questions
Submit brief pages
Brief 1 summary page
we continued hashing out gameplay for a bit
mostly figured out the requirements for a minimum viable product
we decided on cultural touchpoints for each section - Mitchell and I are working on the desert one, which has been agreed on as the ancient city of Troy.
I started finding reference images for our level, which I posted to the class Discord
to make the game quit on ESC - onButtonClick > application.quit
From the video:
there are multiple basic types of quests, such as;
kill - e.g. kill x number of enemies
fetch - e.g. retrieve a thing
FedEx - e.g. deliver a thing to another place
collect - e.g. obtain x number of things (usually a variation of kill quests)
escort - e.g. a variation of FedEx quests
quests should not only be a way of propelling the player through the game, they "should be something that the player wants to do" (Extra History, 2014, 00:02:01)
additionally, a good quest system will encourage the player's curiosity and invite them to interact with the world as more than just a game object.
Extra History. (2014, February 26). Quest Design - I: Why Many MMOs Rely on Repetitive Grind Quests - Extra Credits [Video]. YouTube. https://www.youtube.com/watch?v=otAkP5VjIv8&t=10s
For next week:
Put together a basic aesthetic moodboard for Troy temple (use AI)
Watch quest design video and reference
Design document for Prototype 1
Google Forms questionnaire