When mid semester break finished, I gained a new talent called tonsillitis which meant that I was not present in body but on our group conversations. Being overwhelmed by the sheer amount of game play changes and a complete 360 turn from the original idea, I must admit I was hesitant to the scope. Sitting down and consulting the group as per usual teams discuss what they like and dislike, for me however I almost disliked the entire thing. So to combat the changes I had to self reflect and compromise with the team to get on some kind of a playing field. Once I had learned the full complexity of the game and demonstrated my dislikes and likes we then moved forward into creating something that I believe to be a little over scoped but still viable. I was contracted with the generation of the character and rig at this stage of development (day 5 or 6). Discussing and taking on board the ideas from fellow artists which had created concepts and ideas previously. I had asked to modify the character to suit the game genre we are now aiming towards (children). I threw a bunch of ideas into the pot which included neck breathing holes, some kind of jiggling thing on his head and put fourth multiple concepts of other peoples works from pinterest. We concluded on nothing and decided to wait for the next week to finalize the character. Also this week I worked with Dylan to create a semi attainable grappling hook of sort which works with the hand mechanic for the player. I guided him to create one that was similar to a sling shot rather than a grapple, since it would fling you from one direction to the other. This however was overruled and not used since we gained heavy influence from Ratchet and Clanks grapple system which keeps the player at a set distance.
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