Saturday, November 18, 2006

AGENDA

SUNDAY, NOVEMBER 19, 2006

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 Blogger adang, at 8:31 AM  

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