Blog One - Game Planning


A programmer, an artist, and an animator all walk into a virtual classroom only to look around and realise they're the only three without a group - or a game idea. While the other teams had already planned and refined their development strategies and were ready to hit the ground running, we had each other's names and... well, not much else. 

With twelve weeks on the clock it came as no surprise that week one was all about the design! Through our initial meetings we were able to determine our genre, engine, art style, narrative,  mechanics,  player pathing, level design mock-ups, common motifs (apparently we really liked balloons!) and more. We worked out our production plan, organised our Trello board, decided to indulge in all the worst case scenarios we could think of in a risk analysis plan and then spent some time battling those worst case scenarios with a solution plan. 

In some of the later meetings of the week, we found ourselves bursting at the seems with ideas but quickly wrangling them back in before getting too ahead of ourselves. However there were a couple that stayed including  a boss fight, NPCs and some player interactions with both their environment and the characters they found in there. 

All that was left now was to present our idea at the end of the week and get some feedback. 

- FOTL Devs  🎈 



Files

FOTL.zip 43 MB
48 days ago

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