Monday, May 26, 2008

And so, it begins...

Looks like everything we set out to do in pre-production has been completed and we're on track to start full-bore today.

Screen Shot

First screen shot showing Andy's placeholder recoloring/leaves and Wade's tree/ledge:

Sunday, May 25, 2008

Meeting Notes

Boss battle idea

  • Necromancer boss
  • Survive six of the seven bells
  • Astarael takes everyone into death where Abhorsen waits to rescue the player and banish the necromancer
  • After each bell a wave of zombies
  • Each bell may be interrupted or rung
    • Interruption gives the player time to prepare for zombie wave
    • Successful ringing casts a detrimental effect which has a significant chance of causing the player harm indirectly
  • Art concerns (too much!)
  • Boss battle will improve the game greatly, but time will be a factor

Chase scene

  • Example of mirrored level design
  • Run from Mordicant
  • Battle Mordicant
    • Fire melting ice to defeat?

Charter Marks

  • Much discussion on how many to include
  • Spells should be aimed with mouse
  • Propel mark for force in direction of cursor
  • Symmetry in level design should be mirrored in mark effects
    • Tree "circle of life"
      • leaves set on fire with fire
      • fire put out with ice
      • leaves regrown with grow

Physics

  • Built-in Torque physics are insufficient
  • Use Box2D instead (C# port Box2DX)
  • Integration might be challenging without Torque source
    • Builder collision editor requires T2DCollisionComponent
    • We can parse collision vertices and replicate in Box2D
    • Turn off Torque collision, but still there to hold data

Concept Art

First piece of concept art by Wade: