Devlog 2
Week 2 Dev Log: May 26th - May 29th
What we have done so far:
Since the initial prototype, we've pivoted from the destruction pillar and looked more into other aspects of wind (ex. restoration, construction). One of the big paths that we're investigating is elements, where the player can come into contact with fire to burn something down, or water to help plant crops. Instead of players being bad, we would like them to be able to choose their own morality path, where different actions would tip the balance of their morality meter. Different narrative endings would be triggered by this balance.
What our next steps are:
- creating the template for the entire level
- isometric camera that doesn't clip through the player as it grows in size
- detection for when objects are displaced to help us make objectives
- start master list for art and sound assets
Important discoveries along the way:
- what best represents the feeling of playing like wind? The movement should have a slow acceleration and long fall off.
- what makes our game distinct from Katamari? Instead of the main mechanic being growing in size, we lean more into a reasonable sized wind that is a nuisance, rather than a destructive force
Files
Get Windy day
Windy day
Created for a UofT and Sheridan Collaboration in Summer 2024
Status | In development |
Authors | vaalie, BigSauceGames, fei_qiu, KalenH_Sheridan, rafeer, eyounan, FisherFiend, Yilz, cuichihan, Valtamus |
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