This is the third time of me trying to write this, so bear with me as I try to collect my thoughts from about 8 hours ago (after the university computers with Internet Explorer decided not to save any drafts of even let me publish…ugh.)
After focusing on what we needed to get done from now on during Monday’s meeting, I’ve been expanding on the five selected level designs, making them larger and adapting them to the assigned instruments we gave them. This involves my current work of turning one of my earlier, vertical designs into a more horizontal level, with a piano theme. This hasn’t been as difficult as I thought, and even in today’s meeting I got some nice little tidbits of info from our Team Leader in how I could finish off the design.
While I work on these five, gathering up more research as I go, I’ve tried to think of other ways to make the levels more interesting. While adding environmental hazards will be a late addition to them, I think it might make them more dynamic, and it’s something I’m looking into while I am making these levels longer and more complex. It will also mean that trying to adapt the idea from some of our character artists would be easier. (This involves our main character luring enemies into hazards, rather than defeating them himself).
While I fill up my research with images, I do plan on writing a little something to go with them about two games in particular that I’m taking my most inspiration from, as they both have a lot of good platforming elements to them. While Rayman: Origins is a more classic platformer in every sense, it has brilliant level design. They’re fun, not lengthy and full of interesting challenges and obstacles. The other, being BIT.TRIP RUNNER is more obvious in it’s inspiration for the game, being musical based. The focus on that game, for my research at least, is how the music interacts with what you do, and the songs basically play because you, the player, are doing well. It warrants more attention, and I feel like it’ll be good to sit down and do a little in-depth research for them. It at least wouldn’t hurt.
With today’s meeting going rather well, it ended up with us deciding a few things. One, is that we will take an entire week to collate all of our work and try to get a lot done. This is great and gives me plenty of time to iterate these expanded designs and try to make them as fun as possible. It also means that I have more time to try to fit in this research I so desperately want to do. Two, we came to an agreement that we should be trying to book the sound booth to start recording Foley work for sound effects, which a lot of people seemed to be into. This is great news, as it gives us a chance to have some fun while getting things done, especially with the sounds and music being a vital part of our game. I can see it being a great time.
Overall, the past couple of weeks have been up and down, but are ending on a high note. A lot of work is starting to get done and what is being presented is a lot more focused and relevant than ever. Our coders have done an amazing amount of work and we almost have a fully working prototype with our own art assets. It’ll be great to see once it’s all together in one place.
- The Work Starts Here (fingersonbuttons.wordpress.com)
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