Wednesday, March 30, 2011

The design doc


Four Kids and an Old Goat


High Concept Design Doc

The Team
Richard Bora Jr. – Art/Modeling Crew, tackling the asset modeling, texturing and general environment set up for each level. Also will be communicating with level design to keep updated as to what assets are needed for each level and what the level should look like given the set of puzzles in each level. Rich will be responsible for the main character concepts as well.
Robert Burgett – Level Design/Mechanic Design, the go between for level and mechanics. Rob will be going back and forth between the level design and mechanic design to help upkeep communication and make sure both sides are on the same page so that level design doesn’t go over the top from what is possible of the Mechanic design. His input and work for level design will be an asset as well.
Hannah Chynoweth – Art/Modeling Crew, tackling the asset modeling, texturing and general environment set up for each level. Also will be communicating with level design to keep updated as to what assets are needed for each level and what the level should look like given the set of puzzles in each level.
Zach Grzadzinski – Mechanic Design, responsible for getting the game’s mechanic working and then continuing to make development on it to better the game play experience. If time allots, a quick main menu to start the game. Works with level design to keep them informed as to what is currently possible for the game.
Alex Russ – Level Design/Project Lead, responsible for keeping the documents such as notes, and design docs organized and ready for use at any time, also responsible for completing any necessary documents for the project. As for Level Design, responsible for planning out how each level is played, puzzle placement and use, etc. working closely with Rob on the layout of the level ideas.

Lenny and George 2.5D Puzzle Platformer
The idea behind this game is the Lenny and George dynamic duo style of characters, Lenny being the dumb tough guy, and George being the smart guy. The game will be played in a 2.5D perspective, and will be a puzzle platformer utilizing the unique abilities of both characters. Some puzzles will separate the two, and others will force the two to work with each others strengths. The game will be set in a high fantasy medieval era. Lenny is thrown into a dungeon, and lo and behold George hatches a plan to bust him out. The two make their escape attempt from the supposedly inescapable Castle Ajinkya. From the dungeon to the botanical garden, to the seemingly never ending corridors, will the main characters be able to make it out alive?
Milestone 2
            Milestone 2’s goal is to get the game mechanics working in a simple level with a simple puzzle. By this point the mechanic of switching the characters should be ready to show, and the differences between the two, besides their physical appearance. At this point there should be at least three solvable puzzles, and assets to compliment the quick demo level. Textures won’t be necessary for this point in the project. However, base textures to place hold what they will be in the future would be a nice additive to the build.
Milestone 3
            Milestone 3 will be when we have everything working, fully textured and have two to three official levels. By this point we should have all the discussed types of puzzles working and functional, and presented at least once in each level. By this point we should be able to call this the beta build of our project.

This is the intended schedule for the project. Hopefully this can all be accomplished within five weeks. Mind you we will be in constant discussion as to where we are in the project for each part of it so we know where we need to work to get to the milestone 3 point.

Monday, March 28, 2011

Milestone 2 Plans

Okay so as I'm sure we all know we have a lot to do in a very little amount of time. Lets keep in mind that our first milestone is due Thursday, which I have no doubt will be completed before then. So with that in mind lets look toward our next milestone. By or before the first milestone we should already have begun the mechanics work on our game. Zach and Rob this is to you guys, for this milestone I'd like to see at least the ability to switch between the two characters mid game. If you guys can figure out a way to get this done then the rest of the project will be a breeze. Talk to Rob about his previous project and how he did the color changing for his marble, the coding to switch characters may be similar to that I would assume. Once that is completed and working properly we can move on to the other abilities the characters have.

Art team, by this point we will of discussed the mood boards and decided as to what setting we will be sticking with for the project. So we can begin creating the assets for the level, background, foreground, interactive objects, etc. Keep it simple for now, and no need to worry about texturing yet that's what milestone 3 will be for.

The level design will begin by planning out the levels utilizing the abilities the characters have. For milestone 2 there will be a very simple level, most likely flat just to show that we have the switching mechanic working. Level design will be in constant discussion with the art team so once each level is completed they can start inputting the assets, backgrounds and such.

Now we all should understand that this idea has phenomenal room for growth and expansion. However, we have a deadline to meet so lets complete our main goals first and then expand the idea of the game further after we touch on those. We need a working, playable level, not the next Mirrors Edge or Portal! Five weeks will fly by and we have a lot to get done by then. Get the job done, then we can expand upon those ideas after the fact. All in all I feel very confident that we can get this done without a problem. We have a very solid team, so this project will be a cake walk for us, so long as we keep things in SCOPE!

Friday, March 25, 2011

cliff notes on game production 3 project

Okay so today we went over quite a bit on what we want to do for our project. First and foremost we will be using unity 3d for our game. Its simple to use and we can get a lot done in a short amount of time with it. Currently our team is consisting of Hannah and Rich for our Art team, Zach and Rob on mechanics, and I will be handling level design and project lead.

Our game is based around the idea of the Lenny and George characters. (one big and strong, the other small but swift and smart) Hannah and Rich are creating mood boards based on the ideas of either a medieval setting, or a futuristic/cyberpunk setting. players will play as both characters, alternating the two, utilizing both character's abilities to solve the puzzles presented to the player. the big character has smash, lift heavy objects, throw, and an inventory. the small can crawl, sprint, jump higher, and has more intelligence (which is determined upon which setting we stick with i.e. magic for medieval, hacking for futuristic.)

I will most likely be making a team blog so we can all easily communicate back and forth between classes. This message was sent to everyone just to make sure we are all on the same page to avoid any sort of confusion/surprises amongst the group, and to keep us consistently updated on the status of our project.