Once again, the week was cut a little short by a much-needed Thanksgiving break (not that we needed a break from working on our game--more of a much-needed break from class and homework in general). However, we did have a day or two together, so we did get some things nailed down. Here's a quick run-down of what I accomplished this week:
- Determined a few potential color palettes with Jesse (this was one of our specific goals from critiques we received from Craig). At least one of the palettes should be fully implemented by Monday the 26th.
- Nailed down new level progression and meta game details that tie all individual levels into a persistent experience. These new ideas change the way future levels are experienced/played, and it puts a slightly different spin on the game from the way he built it up to this point. I do believe, however, that these changes are for the better, and not just a troublesome bout of feature creep.
- These changes include incentives for skill mastery on each level to progress (rather than repetitive grinding). High scores now aggregate, with new high scores replacing old ones from the same level, and they combine to give the player a total high score. That score translates into Doins which can be used to purchase traps before beginning a level.
Until we meet again, Happy Thanksgiving! Enjoy the beginning of your holiday season. I know I will. :)
- Troy
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