Wednesday, September 26, 2012
Last week I mentioned that the goal for our next team meeting we would finalize our overarching narrative to void branching out into too many directions. When the meeting came around, we reviewed the four different narrative paths to refresh the ideas in our minds and ensure that everyone knew them. Each of us voted on the choices we favored and explained our reasoning to the group in hopes of persuading the team. I favored option one, followed by number three as those two gave us the opportunity to make the collector appear as an evil, villain only to be revealed at the end to be neutral or a victim as well. In the end, however we decided on option four in which the collector attempts to take possession of the protagonist's body.
On the note of the group meeting, we ran into several problems concerning attendance, one of which sparked serious tension among the team. On Friday, we had one member send a message informing us that he would most likely miss the Sunday appointment. When Tyler inquired as to the reason, he responded with a less than satisfactory reason about playing Borderlands 2, which quickly turned into a heated debate. The excuse he gave was a poor decision on his part as it turns out there was more to it and a more legitimate reason to miss out on Sunday. Thankfully Lacy intervened and helped calmed everyone down before things got out of hand. We decided to be lenient once we knew the whole story and this member has done an excellent job up to this point and he agreed to Skype in during the time block. Along with this problem, another member messaged us right before the meeting saying that he also wouldn't be able to make the reason but would Skype in as well. The Skype calls didn't go as well as actually attendance and thus we came to two conclusions. First, Skyping in slows the team down too much, and secondly, when you know you will me missing a meeting, it's extremely important to inform the team as soon as you know.
As for the rest of the week, I began production of the tutorial level with several members of the team. The development began with planning the layout in a white box of the level as well as determining how the narrative would play out. After completion of this white box, we handed it off to the level design team to implement it into Flashpunk. In return they asked us to begin creation of filler art as they worked in the game engine. I've began creating some art, however; at this point we haven't completely decided on an art direction or style to aim for making asset creation difficult. The next major goal I have for the team is to decide on this so our efforts do not go to waste.
Subscribe to:
Post Comments (Atom)

No comments:
Post a Comment