Sunday, January 28, 2018

Matt Napolillo | Week 3: I Approached the Innermost Cave

Matt Napolillo | Week 3: I Approached the Innermost Cave




WEEKLY NARRATIVE


This week's focus for me was reevaluating how I was thinking about the scope of this quarter, and integrating a lot of the feedback given from Tony during class. I was also prompted to change the way I think about level design (and my creative endeavors in general), which is to try and come up with multiple iterations of something before deciding on the final result. That's how I decided to approach the new designs of the lobby for this week. Also, purchased 101 Things I Learned in Architecture School.

I came up with a few new designs after a discussion with Chris about her intentions for the feeling of the lobby. We decided to create a smaller design that felt safe for the player, while also functioning as the location for which the Memories (yes we changed it from Memento to Memory) are brought back. 

Matt Wagar and I collaborated on the design for the Dash Tutorial (which is where the player starts in the game). We also felt that the free level structure was going to make the game harder to design for, and decided to go with something a bit more linear. 

The other big change to the game was the removal of the pulse timer, and the integration of the stamina system and memory overcharge mechanic. We also finalized the abilities which the player will obtain throughout the game.

Lastly, we solidified the story of the game. This decision determined what the Memory items would be, and how we would tell the bits of story tied to each object.


CONTENT WITH HOURS

  • Design and Story Meetings (4 hours)
  • Level Design Session (3 hours)
  • Level Design Self Work (5 hours)
  • Team Meeting (1 hour)
  • GDD Edit (1.5 hours)


WORKFLOW EXAMPLES


Early Lobby Designs:






Final Lobby Concept:



Dash Tutorial Design:




POSITIVE OUTCOMES

  • Lowered Scope and re-evaluated use of space for the Intro Area
  • Finalized the story and how the Memories tell that story
  • Made some crucial changes to the game to influence a play loop that fits how we want the game to play


NEGATIVE OUTCOMES

  • Got sick near the end of the week and was unable to accomplish a few tasks that I wanted to


NEXT TASKS


Compiling the room chunk asset list, and starting on new designs for the wings. Also, creating the hero room designs for each wing.


TOTAL HOURS LOGGED THIS WEEK: 14.5  hours

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