Dev Log - Week 3
João Silva:
This week I had already finished the low-fidelity prototype so my focus was more on the teach feasibility report. Even though we were already set on using Unity I decided to find information about other game engines as It would also be good opportunity to learn. After this small research we still decided to use Unity so I searched for tools, plugins and extensions provided by Unity that could be useful for out project. I was able to learn about new tools such as the VFX Graph which I wasn't aware existed and learned a bit about it. I also tested some of the methods from the physics components to understand their differences better and choose which ones can be useful for our project.
Nuno:
This week I've been hard at work with the paper prototype. The first problem to deal with was "what to prototype", obviously it's impossible to prototype the game feel, which is one of our biggest concerns with the game, so I had to come up with something else. In the end I decided to test how intuitive the various maneuvers were for the player. To test this, I decided to build a mock level in 2D, and fill it with little tokens that I'd instruct the test subjects to collect. These tokens are placed strategically such that they require the user to take advantage of the immediate vicinity always in a different way, gauging how easily the answer came to the user. As of this moment I've finished the prototype and am currently making a round of interviews.
Francisco:
Last we got 2 new members on our team for the writing department, Mariana and Simone. They'll be helping us to construct a narrative fitting of our vision for this project. We met with them during the week to get them up to speed on the development and to chat about possible concepts to explore narratively, as to give them an idea of our vision. Besides that, I've personally been working on the paper prototype and also thinking about the different ways of conveying information within the game, be it through text or more cryptic imagery. One approach I'm considering to test is also the player's intuition, while playing the game, in order to measure if the game mechanics are intuitive enough for the player to be able to guess what they have to do in a given situation, just by looking at the environment and knowing the basic mechanics, without much extra explanation.
Now we will finally begin big boy development next week, hopefully...
Rafa:
These 2 weeks have been focused on continuation of development of the main ideas. We finally have a complete team, and are already working towards a cohesive world and narrative. For the paper prototype I had discussed with my professors if I could go for a more visual prototype. And they agreed to this. So my idea was to make a simple digital painting representing our barren world, and change a landmark in the distance, see how people react to them and what they favor and why.
Get Barren
Barren
A sandbox exploration game about mastering an intricate physics driven movement system.
Status | In development |
Authors | LongJohnny, Dilup, Bahble, Nomig |
Genre | Adventure |
Tags | 3D, Exploration, Narrative |
More posts
- Dev Log - Week 11Jun 04, 2021
- Dev Log - Week 10May 28, 2021
- Dev Log - Week 9May 21, 2021
- Dev log - week 8May 14, 2021
- Dev log - week 7May 07, 2021
- Dev log - week 6May 01, 2021
- Dev log - Week 5Apr 23, 2021
- Dev log - Week 4Apr 16, 2021
- Dev Log - Week 2Mar 26, 2021
Leave a comment
Log in with itch.io to leave a comment.