Semester 2 is well under way and I feel we're in a very good place. The protoype we made last semester is a really good foundation to work off for this semester and we're all beginning to get stuck in to level design - the meat and potatoes of the game.
One thing to note is an issue of scope creep: having not outlined exactly everything we wanted bar a few base elements, we've now found ourselves coming up with lots of extra little ideas to try and implement. This is not a huge concern cause we have available time to allot to further development, we just need to be weary of scope creep, going beyond the bounds of what we can accomplish in the one semester.
As for the front end design I did last semester, it has after long and heated discussion, been scrapped by the team. This is in favour of a more streamlined menu interface aimed at getting the player straight into actual levels to showcase them rather than force the player through a plausibly confusing overworld navigation system. By the end of all our discussing the issue I saw the value in negotiating and consolidating varying opinions, and compromising for the sake of project advancement, rather than getting perpetually stuck on one issue.
Monday, August 16, 2010
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