Eric - First person jumping = No. Blocking and throwing mechanic = Cool!!
Ryland - hard surface modeling is not your strong suite. Vistas are too large. We go inside, we go outside. Too much to model for a 1 person team.
Morgan - what if the ground was a mist so we couldn't look down. Three stories of z depth.
Eric - perspective on second mood painting is very confusing. Are we looking up or are we looking down? Use two point perspective to lay down your guide lines.
Maya - Look at robo recall - look at giving buildings hats.
Joe
I voted no because of scope....
-Map and gameplay is far out of scope. NEEDS massive scale down.
Map does not account for the Z axis.
The vistas and making the buildings look real between everything.
Modularity just won’t ehp enough, it clearly approaches a team project right now.
SO.. Interior sections AND all this exterior??? so much overscope here.
This needs reeled in a lot, story is not something I can identify with or attach to. The setting does not seem very dependant on the story, you can jump and blast robots in far more in scope locations.
Eric - First person jumping = No. Blocking and throwing mechanic = Cool!! Ryland - hard surface modeling is not your strong suite. Vistas are too large. We go inside, we go outside. Too much to model for a 1 person team. Morgan - what if the ground was a mist so we couldn't look down. Three stories of z depth. Eric - perspective on second mood painting is very confusing. Are we looking up or are we looking down? Use two point perspective to lay down your guide lines. Maya - Look at robo recall - look at giving buildings hats.