This week was another round of level sketches, working with variables in the attempt to find a balance between all the elements. The basis of this initial varied difficulty level drafts the focus on three elements (number of graves, number of connecting rooms, and total number of room per area).
The issue that was identified as the higher difficulty were created, was that the number of connections will greater reduce the combinations of area shapes that can be produced.
While I'm working on the paper sketches at the moment to identify how the difficulty scale will effect built rooms, Devon is working on establishing a base line numbers for each component so when the levels are built in engine the total random generation system will be a controlled random generation system.
Sunday, January 25, 2015
Saturday, January 17, 2015
Necromanager Part II: The New Team week 1
Week 1: The team has grown from 4 to 11 members, bringing a new ideas and needed skills to help bring the game to the ideal state.
Jumping back on for week 1 was a hectic start filled with early clustering, to compartmentalize the large team into manageable size for individual tasks. For my week one task the GUI was the focus, reviewing existing UI the cluster set forth goals and a direction to work from.
The team had a brief meeting on Thursday to set the sprint goals for the GUI tasks.
In the meantime, i'll be individually creating early paper sketches for the level concepts. Reviewing player skills and abilities that to possible tailor levels to emphasize their use. While other concepts are just purely interesting ideas to present to the team for possible future iterations.
It is all rough at the moment, giving the team a starting point and momentum to re-engage and focus back on the development of Necromanager after our break.
Jumping back on for week 1 was a hectic start filled with early clustering, to compartmentalize the large team into manageable size for individual tasks. For my week one task the GUI was the focus, reviewing existing UI the cluster set forth goals and a direction to work from.
The team had a brief meeting on Thursday to set the sprint goals for the GUI tasks.
In the meantime, i'll be individually creating early paper sketches for the level concepts. Reviewing player skills and abilities that to possible tailor levels to emphasize their use. While other concepts are just purely interesting ideas to present to the team for possible future iterations.
It is all rough at the moment, giving the team a starting point and momentum to re-engage and focus back on the development of Necromanager after our break.
Subscribe to:
Posts (Atom)