Monday, October 22, 2012

Day 37: Props and Animation concepts

Props for the game, i don't have enough time to work on a lot of these but i've hoping to add more pillars and paint a few more plants...its neat and different :D
Right now most of the flora is heavily inspired by underwater plants - i wanted the plants to look vaguely familiar and yet totally alien. Most of these would only be found in caves and the like since they're luminescent for a reason :P.

I'm also scrapping the galaxy trotting gameplay and keeping this planet as the one and only where the story unfolds and takes place, this'll streamline my gameplay/story document substantially. Plus there never was a real purpose to why you'd travel around the universe, it makes sense that all the ancient technology Isolde can manipulate is located on the same planet she is found - this removes the trouble i would have for figuring out the equivalent of the power sphere on another planet :).
Also since i've removed large parts of the 'upgrade' tristan/isolde gameplay there's little reason why the player should be bothered with trawling the different solar systems looking for exp. points.
I'm still largely in favor of a non-linear type of level-design, where the only areas the player is hindered is because he/she still has to unlock Isolde's 2nd abillity, which will be a shatter mechanic.

Sorry for ranting.... :S


I kinda mistakenly read in the 'to deliver' document i've got from my teacher that i needed to include a "navigation" concept, i kinda thought he meant how that character moves....but i soon figured out that he meant how you *navigate* the menus and the game, i.e controls.....ok i guess it was pretty weird the way he wrote it :S (doesnt matter though, now i've got more to show :P).


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