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Week 2 - Ideas

  • Olivia
  • Feb 27, 2020
  • 2 min read

Updated: May 27, 2020

To start the week we looked at the Developer's Charter in class along with version history, discussing project overview, project scope, prototype examples and bug testing. Below are my notes from this session:







After discussing these we set to work as a group to realise our own project scope. Unfortunately the team dynamic is still quite fresh and so our co-operation leaves a little to be desired. With some help from our lecturer we managed to put together a basic asset list to get started on and later in the day a 14-week plan to help each team member individually. As much as these tasks are reliant on the team leader to put together its important that we all have an understanding of the project from various angles to enhance our co-operation as a group.


Following this there was a team leader meeting resulting in most of this being scrapped anyway. It was decided that as oppose to having a 3D modelled town as discussed with the modellers on the team we needed to focus more on the battle aspect of the game as this should be the most important gameplay element. With this in mind it was decided that I should start to develop the first 2D version of the town into a more accessible menu image with the potential to add 2D animation later down the line.


At the end of the week we had another group meeting. Much to our team leader's credit, the group are very much led as to what times meetings will occur, what is expected of us in those meetings and the desired outcome of such times. This has really helped with structuring our development. There is quite a lot we want to achieve in this vertical slice and so having internal deadlines and plenty of feedback is key for us to be able to achieve this.


Our weekly objectives were finalised and so I would be continuing the development of the 2D town area for a simple version to use in-game. We are very much working with the idea that if we can lay the basic foundations of the game early on we can return to various elements later and tidy up whatever needs to be prioritised.


It was also discussed that as the 2D artist I should start to consider the menus for the inside of the shops available to the player and what cursor designs may be needed for the UI.

 
 
 

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