AGENDA
SUNDAY, NOVEMBER 19, 2006
AGENDA
Mechanics
Visual Design
PRESENTER
Timeline
COMMENTS?? QUESTIONS???
AGENDA
Mechanics
- What are other special items, we can think of.
- Reevaluate the special items we have already, make sure none are too similar.
- Our game will play like tetris, game always changing levels until you can’t match anymore. What changes need to be made to achieve this goal?
- Highlight each match until you are done(which way can we do this)?
- Anything else we can think of will be discussed here........
Visual Design
- Look at Precedents: Sushi King, Switcheroo, Chuzzle
- Decide what pictures we want to have in the game(behind the cards)
- Talk about the interface design
- Talk about background and narrative development. (Should we push in the closet a little further)
- What imagery are we using for the animation after you finish a chain
- What fonts and colors and what direction is the user feedback animations going.
- Assign each person a task :
- Interface =Backgrounds, Buttons, Layout, fonts, user feedback fonts
- Icons =Images behind cards, images for animations, images for bonus items
- Animarions = User Feedback animations, level up animation, Score animations, splash screen animation
- Screens =Highscore screen, Game over, Splash screen, Pre-highscore screen(tells you highest chain), Instruction Screen???
PRESENTER
- Who will present our work during beta presentation, which means preparation for presentation as well. Such as pdf slide presentation or powerpoint.
Timeline
- Layout on an excel sheet or calendar what milestones we want to reach each day and or week before the beta presentation.
COMMENTS?? QUESTIONS???

1 Comments:
thanks again, joy. some other feedback that i noted from class:
- level goals shown in the middle of the screen at the start of a new level
- faster response to selecting (onPress instead of onRelease - maybe even consider drag)
- play up the chaining mechanic (visually show the chain - storing the longest chain to increase incentive)
- spacebar to activate chain/match
- consider first 5 levels as training, then build up complexity (this implies that we need to spend some time devoted to level design)
By
adang, at 8:31 AM
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