SCCapstone / GreedyGuppyGames

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Details needed for design #12

Closed SllimRevilo closed 4 years ago

SllimRevilo commented 4 years ago

We want to include achievements, upgrades and different features with towers and enemies. We have models and colors for everything but do we need to have text for every upgrade at this milestone, such as this adds range this adds damage type thing but more detail / balance changes eventually. How far do we need to be thinking ahead at this moment for things like that for in this milestone? @josemvidal

josemvidal commented 4 years ago

From the Design Milestone

In the case of a widget-free apps, you should include diagrams for all the major ‘areas’, animation stills that detail the most common animations and game mechanics (for example, Super Mario would have a set of drawings showing Mario jumping, punching up, and landing on a Goomba’s head), as well as story boards if they are more relevant to your game.

So, yeah, like it says. For games and other apps with no widgets, we are looking for diagrams of the main parts of the game (aka storyboarding) including the main animation. For example, an image of a possible first-level of Super-Mario, showing regular blocks, star blocks, pipe, goombas, etc. as well as player mechanics (jumping, etc). This one screen has a bunch of different elements that will need to be implemented. All other screens are just re-arrangements of those same elements (blocks, pipes, etc...) so you don't need to draw them (for this class, but they are, of course, at the heart of "level design").

Note that the mechanics typically have to be described in text: "Player can make Mario jump up to the first ledge (2 blocks high) by pressing button".

Design should have enough entities and mechanics to form a complete game. We are looking for a handful of these. If the game has hundreds of different types of enemies/entities then just list a handful of them and explain there will be many more like these, but with different x,y,z.