Unfortunately, as far as programming goes, I'm pretty far behind. My home computer broke, and hasn't been repaired yet. Between not having a computer at home and not having Unreal in most of the lab computers, I haven't had as many opportunities to work in engine as I'd hoped. In the mean time, my time over the last two weeks has been spent going over game designs with the art and programming teams, especially after the critique we received from our pitch presentation. A large part of the redesign has included figuring out exactly what role we want the dragons and riders to play, and how to promote that to the players. After making a paper prototype to play out our ideas, we figured out that through the map design, we could influence what players did with their characters. Teams would naturally break up their game in to two stages. The first stage has been the dragon guiding the rider to nearby islands to capture them. This is done through one of the rider's unique abilities, which is to place and reinforce totems, which are used to claim islands. Once islands become more scarce, and the timer gets shorter, player strategy changes drastically as teams are forced to plan out attacks on each other, trying to kill other players and take advantage of re spawn time to steal their islands.
Pros: Game Mechanics came a long way since last pitch I was able to help a bunch without my computer Paper prototype turned out to be very helpful Cons: Without Unreal, I got pretty far behind and need to catch up
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