Vertical Slice - 5 Devlog


Aaron

Moving Forward:

Moving forward with this project has been quite a challenge, we have both been thinking about the direction we want this project to go in. With this project we both had quite unique and good prototype's, so since we both have good prototype's it was hard to decided on what prototype we wanted to go with, we can either go with an single player first person parkour type game or an fun unique movement system game which is more based on a party type game. We unlimitedly came to the decision which was to go with the parkour game, this decision wasn't the easiest to make since we both have good ideas and we both wanted to go with our own prototype's but we think the parkour game fits in more with the current deadline we have with our projects, so in the end we went with the parkour game.

Vertical Slice:

For our vertical slice we have the hopes of it showcasing the full facilities of what we want our game to become, to do this we have to be careful on how we approach the vertical slice. We would like to have a general layout/idea of what the level we would like to make would look like, we would like to have some art to show what type of art style/concept we are going for, we would also like to have the core mechanics of the game down as well. This vertical slice will show the vision for what we want this game to become in the end. 

Final Scope:

The final scope/vision for our game, we came to the conclusion that we wanted just one singular level for our game. In this level it will showcase the elements of our game to the fullest, in the level we would have sequences that would use the mechanical capabilities of the movement system to their peak. We still aren't to sure on how many total sequences we would like for our game but we do have an idea of what we will be going for.  For the final scope we really do want to focus on the movement system of the game, we have ideas on how to evolve the movement system to even fared heights but we also need to find an balance to where it doesn't become over saturated rather than improve the overall game.   

Declan

Moving Forward:

For our past prototypes, we approached the idea of our game in two completely different ways. The idea was to be a parkour type game where the player has a lot of control over how the character moves. The way I approached the idea was by making a movement system in which the player can control each limb of the player character. This concept eventually drifted away from the original idea of a parkour game to more of a party game. This is why we decided to go for Aaron's idea as it fitted our vision better as well as our current deadline.

Vertical Slice:

For our vertical slice, we believe it's important that we present our primary mechanics in as close a state to the final build as possible. We think it's important that our movement is fluid, face-paced and consistent. We would like the player to feel the momentum of the player as they move around the level. 

Final Scope:

Having a singular level in which the player gradually climbs up a massive structure using the mechanics they've learned is something we unanimously agreed on. We like the idea of the player being able to see the progress they've made as they're climbing this massive structure and be presented an with ever-increasingly beautiful vista. We believe this will instil a sense of accomplishment in the player. We want the focus of the game to be on the movement. We believe the movement must be fast and engaging and have lots of room for mastery. The pacing of the game is also hugely important to get just right.  The game should be short but tight and compelling, making effective use of our mechanics,  rather than long drawn-out game with a millions of different features. We hope our final game matches our ambitions and beliefs of what it can become.

Get Parkour Game - WIP

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