SSS Weekly Log (Week 2)

This week we focused on developing the primary design for our game and then implementing the core mechanics, as well as planning features to be added in in the next week or so. We want to get the skeleton idea down so we can build the game around it. The mechanics of our game are the pivot point for most other aspects of the game: they will determine how the level is constructed and what the visuals will look like. During the alpha demo this next week we’ll make changes as necessary and shape the other components of the game around these changes. The character motion is the central aspect of the game feel, and game feel is the primary goal we’re trying to achieve.

Swirling occurs whenever the player moves up and down. Jumping results in landing lower on the other tree to account for risk-taking and risk budgeting: swirling around objects will be more dangerous but will allow the player to finish more quickly; jumping between trees is a more certain method of dodging obstacles but detracts from the player’s height and thus time ascending the tree.

John is working on the character movement: swirling and jumping, and the camera following the character.

Miles is creating a level design infrastructure that will generate the tree segments that serve as the stage for our game.

Amy is sketching up sprite animations and creating the environment art assets (tree and cloud textures).

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