I'm sooo close, this is the most work I've actually done (as in real tangible thingies)
But I'm getting lazy. It's hard to stay on track. I guess this is why people work in teams, at the very least you can all show up to work at the same time.
Anyways: I have the level route planned and I'm finding that Organic Chemistry actually has an absurd number of visual puns. Did you know Histamine actually looks like a snake, or that Melatonin looks like a guy with a violin? Well, it takes some imagination.
Slap me out of my complacency, Lok.
Friday, August 23, 2013
Sunday, August 11, 2013
Cytomight Pre-Planning Virtually Complete
Wow, I might actually have to do some work now. I actually finished my paper bureau. I managed to complete my benchmark for the pre-planning phase of Cytomight. That means, da-da-da-da, I gotta start scripting.
Game Design:
Three Phases; One, Pre-Planning. "Oh, I got an idea for a game". Paper paper paper. Write down everything, draw everything, file everything. If the game holds water long enough it can stand on its own. Phase-Two, scripting. Converting all that paper work into real work. Solving physics problems, doing hit boxes, placing platforms... all that. Phase-Three: The hardest phase of all, asset placement. Change all them crappy placeholder boxes into actual graphics and sound.
There might be a phase four... something something something about advertising or vendoring or making sure you aren't infringing on an existing copyright, but technically that has nothing to do with making a game, only selling one.
...
Anyways, when I say "virtually" complete... I have sample character models, NPC models, enemy models, boss models, sound effect plans, partial music plans, level routes, scoring systems, item systems. I'm missing a few graphical tidbits, but that's not important until Phase Three anyways. For example, not sure if I should use a DNA graphic or a polymer graphic or a blood cell graphic or a lymph node graphic or what for this and that and thisersthat.
However, enough of the work is done that even if I had to abort Cytomight and turn this into a different title - the groundwork held the water test.
Now I just need someone to whip me occasionally to make sure I don't forget I'm trying to work, Lok
Game Design:
Three Phases; One, Pre-Planning. "Oh, I got an idea for a game". Paper paper paper. Write down everything, draw everything, file everything. If the game holds water long enough it can stand on its own. Phase-Two, scripting. Converting all that paper work into real work. Solving physics problems, doing hit boxes, placing platforms... all that. Phase-Three: The hardest phase of all, asset placement. Change all them crappy placeholder boxes into actual graphics and sound.
There might be a phase four... something something something about advertising or vendoring or making sure you aren't infringing on an existing copyright, but technically that has nothing to do with making a game, only selling one.
...
Anyways, when I say "virtually" complete... I have sample character models, NPC models, enemy models, boss models, sound effect plans, partial music plans, level routes, scoring systems, item systems. I'm missing a few graphical tidbits, but that's not important until Phase Three anyways. For example, not sure if I should use a DNA graphic or a polymer graphic or a blood cell graphic or a lymph node graphic or what for this and that and thisersthat.
However, enough of the work is done that even if I had to abort Cytomight and turn this into a different title - the groundwork held the water test.
Now I just need someone to whip me occasionally to make sure I don't forget I'm trying to work, Lok
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