Post by echocdelta on Feb 5, 2016 11:29:57 GMT
Feb 5/2/2016
Oh boy! Such a long week for everyone!
- Onboarded new staff
- Art team went off and have started preparing art direction/art tests/research into a good balance between tech/aesthetics
- AI team are proceeding with starting logic/systems
- Dedicated PR/CM kicked off; I believe our new PR/CM will be around pretty soon
- All greyboxing of environment is done now, including test assets and general placement of prototype assets
- Character development/direction has fired off, next week we'll be seeing animations/mesh
- Design team prototyping, including logic behind addition/subtraction of values based on mechanics for resources, town growth and Player motivations/incentives for actions
- Design team had some prototype play-throughs of Phase 1 game; no immediate defects in design detected and so far we haven't had to add anything.
- Faith as a resource is being designed, including its logic and how it is 'balanced' - still no need for 'new' mechanics to facilitate this (phew)
- Design logic for how miracles add or subtract from 'belief' in household
- We found that during design testing there is an implicit reason to be a 'dick' about crushing homes in towns that don't believe in you, but this will have ramifications in how you are perceived as a player/God
- Ramifications scoped out to be shown at your idol. We'll probably expand on this, but currently we're just prototyping this as a mechanic.
- Tech team were throwing around things in the gameworld and working on interaction mechanics (grabbing, throwing, picking up etc)
- Pipeline for art/tech a bit more robust; next week we should see some performance profiles coming up
- Serious research into a proper brand that is in line with our 'message' as both developers and to consumers
- Art team has been conducting basic tests on vertex colors, textured assets and art styles
- Scoping out for facilitating different 'cultures' per village with asset swaps on characters/buildings.
Oh boy! Such a long week for everyone!
- Onboarded new staff
- Art team went off and have started preparing art direction/art tests/research into a good balance between tech/aesthetics
- AI team are proceeding with starting logic/systems
- Dedicated PR/CM kicked off; I believe our new PR/CM will be around pretty soon
- All greyboxing of environment is done now, including test assets and general placement of prototype assets
- Character development/direction has fired off, next week we'll be seeing animations/mesh
- Design team prototyping, including logic behind addition/subtraction of values based on mechanics for resources, town growth and Player motivations/incentives for actions
- Design team had some prototype play-throughs of Phase 1 game; no immediate defects in design detected and so far we haven't had to add anything.
- Faith as a resource is being designed, including its logic and how it is 'balanced' - still no need for 'new' mechanics to facilitate this (phew)
- Design logic for how miracles add or subtract from 'belief' in household
- We found that during design testing there is an implicit reason to be a 'dick' about crushing homes in towns that don't believe in you, but this will have ramifications in how you are perceived as a player/God
- Ramifications scoped out to be shown at your idol. We'll probably expand on this, but currently we're just prototyping this as a mechanic.
- Tech team were throwing around things in the gameworld and working on interaction mechanics (grabbing, throwing, picking up etc)
- Pipeline for art/tech a bit more robust; next week we should see some performance profiles coming up
- Serious research into a proper brand that is in line with our 'message' as both developers and to consumers
- Art team has been conducting basic tests on vertex colors, textured assets and art styles
- Scoping out for facilitating different 'cultures' per village with asset swaps on characters/buildings.