Posted On: Wed 25 July 2012
Today we finished working on our combat prototype by coming up with sample armors and making a guide for how we created them. This list could also be used to make more armor and armor of higher levels as well. Once the armor system was done the group turned our attention to the materials system. On this subject, there was a lot that we nailed down including gathering a list of languages, writing the material costs for armor recipes, and worked on finalizing the material categories. We ended the ...
Posted On: Tue 24 July 2012
Today we continued working on our combat system and preparing it for play testing. We accomplished several improvements and fixes, including the passive bonus system. This system will allow the player to spend points, which take the place of levels, to improve their characters abilities. We also split the enemy and player attacks into separate groups, allowing the players health to equal the enemies while still reducing the players health by around 25%. Finally, we fixed several small issues, su ...
Posted On: Mon 23 July 2012
Today was mostly working on implementing the balancing concepts that we learned from the readings from the previous week. Using them, we accomplished balancing our game and updated our prototype. The other accomplishment with this is that we have prepared the game to be play tested, which will be occurring sometime this week. We also determined our leveling system, or in another sense, determined that progression will not occur with levels. Instead, a player will gain point to advance skills to ...
Posted On: Thu 19 July 2012
This game can be broken up into four acts. The first act is a little easier, possibly to get players into the game. Most of the monsters do not have specials and are weaker to make up for the players lacking special abilities. However, once the player gets to the second stage the monsters pick up in their difficulty and gain several abilities which prove a challenge for certain character types. For example, I had a hard time with wasps which do a lot of long range damage that is hard to avoid. W ...
Posted On: Tue 17 July 2012
Today we began the process of prototyping our game. After flushing out a few things, we began playing out our attack simulation representing the actual combat within the game. By doing this we found several potential issues and problems with our system, which we modified and fixed. The major two changes was that the three types of blocks became a standard block which would stun the opponent and allow extra damage on the next "turn" within the simulation. Beyond this, we also brainstormed prototy ...
Posted On: Mon 16 July 2012
We began by looking at the what was required of us for the the Symposium presentation within a few weeks. After finding out that we need to do an abstract, we went on to flush out very concise paragraphs on what we have been researching this summer. After accomplishing this we moved on to finalize our attack prototypes and take another look over our Treatment document, which are both pretty much finalized. David also made some progress on the technologies research for the treatment document as w ...
Posted On: Fri 13 July 2012
Today we just finished the first draft of the high concept and treatment documents. This mainly involved converting all of our FOSS integration concepts into paragraph form, then discussing the exploits that could be problematic with such FOSS integration. Finally, we did a few checks for both of the documents to fix grammatical errors and fill in the last of the information throughout the documents. ...
Posted On: Thu 12 July 2012
Today we continued working on the high concept and treatment documents. Their first draft is almost completely done. All that is left are a few sections which need to be reworked and Oddshock's tech information that needs to be added. To get to this stage, we had to go through a few more discussions so that we had a very good understanding about what the game will be like. This involved finalizing the money, crafting, and trading materials that are game will use. We also had to finalize how play ...
Posted On: Wed 11 July 2012
Today we accomplished a lot of revision and compilation work. After a meeting with SJ we learned that our story was a little to similar to the Tron story, so we molded it while keeping the overall mechanics and game play style in place. What we came up with is an abandoned earth in which sentience is given to robots, allowing them to expand out from the human cities. Above and beyond this, we started compiling a lot of our work into the treatment document. We now have a rough overview for most o ...
Posted On: Tue 10 July 2012
Today we each developed a setting that our game would take place in. The goal was to come up with logical settings that would work with our mechanics and FOSS integration we plan on implementing. We also decided on a final setting, which became a mesh of my, Francis's, and David's setting ideas. We also went through the setting again to make sure that this final setting would work with all of the FOSS integration. Finally, we came up with some concept art for this final setting as well. Today w ...