Tuesday, October 16, 2012

Google Hangout Summary 10/16/12

Our team just got done with a 2 hour google hangout meeting. It was definitely a lot longer than I thought it would be, but it was necessary and we made a lot of progress. I'm grateful that the other leads and team members look to me for my opinion and creative ideas. I'm not very familiar with the designer role, but I'm very committed to making this project successful and most importantly fun. My old production background keeps showing its head when we tend to get off task and I try to give the team focus and direction. Whether we're in class or online, I can tell when we need to move on. I feel like I'm learning more about myself - I have a good ability at seeing the big picture and making sure that we stay dedicated to that vision. When I was in the pre-production phases of my initial pitch "Heroes of Rock" I had a good grasp of what we needed to focus on with AJ so we could get the prototype off the ground as well as what needed to be emphasized in the pitch. Focusing on the most important aspects of the game is now the task at hand with Ninja Royale and I'm happy to say we made significant progress tonight.

I've unofficially taken on the role as recorder for our team so here is the summary of what we discussed during the meeting in an email format I sent out to our group:



Hi Team.
 
Thanks to everyone who could make it to the hangout tonight. We really appreciate all of you contributing and putting forth your ideas and opinions throughout the meeting. We really value all of your input so don't hold back during discussion if you have something you want to say. Everyone's thoughts and opinions matter so if you agree/disagree with something brought up, let us know! Adding onto that, our team is dedicated to the iterative process so if you didn't get a chance to say something or you sleep on an idea and want to tell the group feel free to bring it up during Thursday's class or another meeting. We want to constantly build on old and existing ideas to make our game better so if you can think of an improved mechanic or feature, please share it with the team!
 
With that being said, here is a quick recap of the meeting (Please read the entire summary)
 
1. We decided that the focus of the game will be on the feudal system. As a ninja, there will be a large focus on faster paced platforming to rescue or save peasants. The game will tap into the magical/ancestral elements of the time. Reference sources: Mulan or The Forbidden Kingdom
 
2. We felt that the game needs one more mechanic or gameplay aspect to give it the IT (or X) factor. Parkour and free running are good starts, but we need another element to the combat or movement to make it Original (Original > Indie).
 
* Homework: Think of 1 mechanic that would make the game unique or different. Be prepared to share this during Thursday's class.
 
An example that was brought up was introducing a magical element or grappling hook to the character. Be creative and try to come up with something that hasn't been done in video games often or would be unique for the story or character.
 
3. We also discussed gameplay aspects like AI, level size, and production styles.
  • AI: We need to be realistic with what we can have the enemy characters do. Movement, combat, etc.
  • Level Size: Differences between small, enclosed spaces vs. open towns, markets.// Larger push towards open setting
  • Production Styles: Modularization (Complete small modular that could be released soon. Build off existing level. In other words - start small, finish, build from there) vs. Larger scale (game isn't ready until most of the game is done. Project centers around having everything organized and innovation can be added if planned and there is time). // The impression I got was that modularization would work best with our game since it allows us time to refine and perfect parkour aspects.
That's pretty much it. If I left anything off that you felt was important, please mention it in the comments below.
Don't forget to remember to bring your 1 mechanic to Thursday's class.
 
Ross
 
PS: I've attached the unofficial hangout minutes below. This email took me long enough to write w/o me having to clean up the notes we took so look below if you want to see it all in its unfiltered glory.
 
Google Hangout Meeting #1 10/16/12


Ninja Royale Team 3D PLATFORMER!
 

Core Mechanics (what has to be there for the game to be) :
1. Parkour Movements,// with time manipulation?
2. Stage/Level - Indoor/Outdoor? Big downtown area or indoor (discrete levels)?...
Max+Kelly+Adam+Zombie Jeebus - I am thinking discrete levels like: the market, the hidden pools, the pet cemetery, the castle.
3. Avatar interaction with environment (ninja / batman grappling)
4. IT factor? ???????? / MOVEMENT OR COMBAT
*Everyone bring 1 idea to Thursday’s class so we can compare and discuss
^^Adventure Time!!!!

/haters gonna hate and erase sARGGHGHGH!! pirate ninja robot laser zombie jeebus end boss?


Big Image Question
Why are we running around (to save the peasants!)? what is the goal (to save the peasants!)?


Fast paced, focused on parkour: Adam, Blake, Ron, Ross,Derek,
Slow paced, focus on stealth: (Thaddeus = Lame)
Happy medium of the two: Kelly Harper AKA nonvote
Something completely different (and now for):(i think?) Unhappy Max is unhappy, thus bringing the bad news bears. Sad panda is sad.  Emobear is suicidal. James

Magic Ninja Robot Pirate! That’s no win condition <- lol. Possibly a condition made of win...
Chocolate chip!

Like a spiderman game?  Yeah that’s what I think when I hear that


Ninja in training

Wind Waker - Forsaken Fortress                                     
(www.youtube.com/watch?v=wzyb9LvOdeU)


Project Brainstorming:

Examples of Indie stealth
* Mark of the Shadow

Examples of Commercial Stealth
* Thief
* Metal Gear Solid
* Splinter Cell

Examples of Indie Time Manipulation
* Braid
* Bullet Time Ninja


Max - Just Cause 2: good third person controls and camera. Grappling Hook!

Level size?

AI’s
Pros
Cons


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