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

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