Tuesday, 28 February 2012

Minutes: February 28, 2012 Meeting

For alpha demo:
-make alpha fun somehow
-just mechanics is not quite enough
-mechanics should work together to be fun
    -example: you run out of resources, so you can't keep building towers
-challenge is needed
-1 creep type and 1 tower type is okay
-should be able to play the game for 5 minutes and have fun
-game shouldn't be totally difficult from the get-go
-if the game is easy, it doesn't mean it's fun
-user should get rewarded after achieving something
-not just an interactive demo; this is an actual game
-put text at the beginning just to establish the story a little
-put instructions in there on how to play as well (before the game starts)

To deliver:
-executable file
-have demo ready for Tuesday

In-Class Presentation:
-spend maybe 1 minute talking about hardships you faced and what the game is
-spend the next 3 minutes playing it and showing the game being played

IDEA TO ADD CHALLENGE:
-"research" for better technology (like WarCraft, StarCraft)
    -then you can build newer and better towers

FUN:
Shailen:
-play Plants vs Zombies and look why that's fun
-make tower building and resources scarce

-tower building and resource limits
ROB*-multiple creeps on screen
BRANDON*-flying creeps
ROB*-balance for wave spawning (more challenge as game goes on)
-tower destruction? (temporary)
    -high risk
KEVIN*-tower upgrades
    CARMINE*-click tower and press upgrade (sideHUD)
    CARMINE*-make sprites for tower buttons
AARON*-creeps walk around towers (creep pathing on tower creation)
KEVIN*-global spells
    -time slow
    -select quantum nebulator
*-Quantum Nebulator charge is decremented when creep collides
    -start at 100, decrement by 5 for each creep
    CARMINE*-test
SAM*-high scores
    -number of waves survived
CARMINE*-better sprites
-special tiles
-acheivements
SAM*-game intro

NOT FUN:
BRANDON*-design document
AARON*-cable to show game (or some other method)
AARON-reduce zoom

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