Wednesday, November 14, 2012

Last week, I mentioned that our team made very little progress due to various events and an argument between the leaders of the team. This week, despite following a three day weekend, more than made up for the lack of accomplishment of the previous week. The issue between the leaders worked itself out as we cooled our heads and realized several things. The first is that we were obsessing too much over specific details and needed to let go, which was the major cause of the disagreement. The second was that we were drifting away from the core gameplay and that we needed to get the team back on track. With the focus of getting back to the core gameplay, our Monday meeting stated off by discussing the original concept of collecting morbid artifacts, placing them on the mannequin, and peering back into the past to solve murders. We had been struggling to incorporate the peering back in time mechanic into our game as we didn't know how to integrate it with our puzzles and it had only shown us the murder after we had solved it. Even the part of solving the murder lacked meaning as we just collected items and place them upon the mannequin. We came to the conclusion that just seeing a piece of the past limited the use of the mechanic too much and decided to revisit a very early idea of allowing the player to also interact with the past. What we decided upon is to create two different states of the mansion, a past which would likely show the mansion in its prime, and the present were time has decayed the mansion. This allows us to create more interesting puzzle in our game, and gave another purpose for the mannequin. The watch would have a limited amount of power to allow the player to interact with the past, and would steadily drain to the point where the watch must be used by the mannequin in order to recharge. Aside from some major mechanic progression, we also completed several art assets for the game. We now have the mannequin as well as several sprites of both our protagonist Martin, and our villain Usher. We converted all of our artwork drawn in a traditional art form into a digital image ready for temporary filler until the coloring is finished. I personally have worked on several assets important to several of our puzzles including a vase whose elaborate shape gave me trouble with the perspective until a professor suggested that I use a 3d modeling program to place a similarly shaped object in at the perspective I needed.

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