This!
That little corner of desk you see there is where I'm sitting as we speak - per'se.
Let's break it down... what's on there....
Executive summary:
Over the next few week's you'll be seeing some real traction on this - run around, fight, TRIUMPH, all in a procedurally-generated environment - so your gameplay experience is varied every single time you play the game.
Hmm... variety - we need a blog post on that subject. How do we vary this up to assure that the procedural generation of levels is actually dynamic and awesome, as opposed to just.... whatever...
Bottom-left corner - some scribblings about another project I'm working on. I'd remove them, but there's a diagram of a turtle that I'm kind of fond of.
Bottom-centrish - a kind of... sketch? of how this Project will appear to the user. Kind of....
The majority of the board? 4 columns: Level generation, Movement, Combat, Goal - I think I outlined them in the first post.
And the most contextually relevant part?
In the bottom-right corner, beneath a small sketch of a flower - denoting 'Graphical Assets' - which I have labelled as 'effeminite', we have:
- Animations - swing, run, jump animations for the main character
- Modelling - extension of the biped to a real character, pending concept
- Scenery - flavour items - rocks, trees - for placement in the path.
- Scenery generation and placement - intelligent procedural palcement of scenery (above) in the path to provide obstacles that don't make the level impossible.
- NPC placement - spawning of NPCs with varying degrees of strength pending position on the path
- Health system - management of dead/alive and degrees of alive-ness, as it were.
- Control system - movement and striking have been handled, but I am cooking up something particularly special for this innocent-looking 'Control system' concept. More as this develops - particularly excited about this one.
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