Now that we have started working, we're
starting with going through all the early level concepts. 1-5 early level
concepts were made last year so we have something more than the IP to work on.
Which is nice. Mostly they're huge concept papers taped together picturing the
level, and frankly they're made by our story artist so they're not pleasing to
watch, but we get by. I would show a picture, but they’re hideous.
This pretty much means that our story
department (olenbluu) and our art department (Dicenete) are working on
concepts and thinking the levels through, thinking about stuff you can do and stuff you
cannot do. It's fun to think of that, because when we did the early development
demo for Finnish GameXpo last year and we had fun to watch how people could break
the game, and see the places they went because it was challenging. That is fun
way to play, look for invisible walls and "wrong" places.
It was also good chance for us to see how
players interact with our demo because we're building so much on that.
Our humble setup in the GameXpo was this above.
We were there with only a laptop, two tablets and two games. But overall the
experience was amazing and it was great to see people playing our development
demo and it gave us so huge boost, because we felt that we were on the right
track. If you happened to be in GameXpo last year and even came close to see our game stand, thank you.
So, this is our foundation for now. We had
to crunch a lot (code, art and level design) last year for the demo, but it
also gives us a bit leverage now, to focus on game design now that we know, how
people are playing and IF they even find this game interesting. And we have a
lot of base code already made so, that’s extra.
_Rx3 Team
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