Screenshot of the low poly teddy bear I made, tri-count is at the top left corner. |
But then we had a problem where a guest professor said that due to the nature of our game, we may be disqualified from IGF since it can look like people are committing suicide by jumping of buildings. We immediately started to think of another way to keep our game mechanics but that it wouldn't be like Drop Dead. To top it off, because of the situation some people in the group were getting frustrated and there were some arguments. All of this resulted in having to redesign our game to something a little simpler but that still kept the Kinect.
So what we have so far is that the player will control a water drop in a light rainstorm. The player will have to collect other water drops on the way down to get bigger. The player will also have to dodge obstacles and you have to reach the bottom to get a bigger score. There have been some talk about trying to hit specific targets on the ground or making the water affect the environment kind of like in the game Flower.
With the new game, we are going to try and make an interesting city environment where the player will be able to have a fun experience. So far, I've taught about using stylized cartoon like environment that is abstract. I worked on a quick simple model of a house, but I've been talking to a few of the other students in the cohort and one of them said that I should look at reference images from Hong Kong and the apartment buildings there since they are tightly packed and have a lot of different obstacles that would be cool to dodge if you were falling. I think that the next time I'm in class, I will work on a city environment that resembles Hong Kong and see how it looks.
That is all for now, thanks for reading.
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