Hey there!
So... let me clear up a few things right off the
bat. First of all, what is this? Well, if you don’t know already, I am a
college student. Specifically, I’m studying Game Design. I’m in my
final year right now, and in one of our classes, the students are all
getting together to help make games. This blog is a part of that - for
this game, I’m supposed to make blog posts every week or so about what
we’ve done with our games in that past week. Neat, huh?
Second: where’s Week 1?
...there isn’t one. I forgot to make a blog post last week.
...
On with the blog post!
~~~~~
WEEK 2
Overview
Since there was no Week 1 update, I’ll take this space to give a quick overview of what you missed in that first week.
Our
class, prior to the semester starting, was split up into teams of four.
My team, for references sake, consists of the following:
Tom [Artist]
Ryan [Programmer]
Dustin [Programmer]
Connor [Designer] [Me!]
Once
we got through that first class session, we were tasked with coming up
with a number of game concepts that we could turn into games going
forwards. A lot of ideas were discussed among the group - a parody game
where you work the register a mini mart, a game where one person gives
directions to a driver who is unfamiliar with the area... even a game
where you play as a bird and shit on everything.
But eventually,
three ideas rose to the top: A 2D RPG Platformer game where you can fuse
elements together as attacks, a Reverse Stealth Game where you try to
attract attention, and a 3D Beat-Em-Up based around musical concepts.
I’ll explain these ideas in more detail at a later point.
Now we get into this past week, and the progress we made since the pure concept phase of development!
Progress Update
This
week, our goal is to begin prototyping our games - we need three
prototypes to move on to the next stage of development, so it seemed
only fitting that we make one prototype for each of our game ideas.
Designer’s Prototype
At
this point in the game development process, there is very little design
work for me to do - the bulk of that comes once the idea has been
solidified and full-scale development begins - so I spent this past week
working on my Prototype for the Reverse Stealth game.
I should
mention one thing: the three ideas we have were all created by a
different team member. I came up with the Stealth game, Dustin came up
with the 2D platformer, and Ryan came up with the Music Beat-em-Up.
I
bring this up because, naturally, when it came time to decide how to
make prototypes, the programmers immediately jumped at the idea of
making prototypes for their own game ideas, leaving mine a bit in the
dust. Nevertheless, I powered through and (after some coding assistance
from a friend) I managed to pull together a digital prototype with all
of my game’s core mechanics in place.
To explain my idea in a bit
more depth: in a typical stealth game, you want to try and avoid being
detected at all costs. In this game, you do the opposite. You goal is to
run around attracting the attention of as many guards as possible. Why,
you might ask? Well, a second character (which could be either a
computer or a second player) is trying to do the normal stealth thing,
getting through undetected. You have to distract the guards so that he
can go through unseen by anyone.
Anyways, my prototype: currently,
the prototype has all the primary functions - player movement, “stealth
guy” AI movement, and two guards that see the player when you step
within their line of sight, chase the player while in their line of
sight, return to their post when you leave their sight, and capture the
stealth guy if he enters their line of sight. It’s all very simple and
crude at the moment, but functionally, it’s all there.
Moving Forwards
Our
team was hoping we could get all of our prototypes to a playable and
testable state by either the end of this week, or the end of next week.
While it looks like this week will be too close to shoot for, next week
should be an easily attainable goal. We will need to organize testing
sessions for our prototypes, and once our games have been tested, we’ll
need to decide once and for all which idea we want to move forwards
with. We’ve discussed this briefly already, but the debate raged on
exactly as you might expect. I argued for my game, Ryan for his, and
Dustin for his (Tom stayed neutral, as to not hurt anyone’s feelings).
We will need to obtain feedback from our fellow classmates and
professors before we can reach a final decision.
That is all I have to say for this week. Until next time, take care, all!
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