Rex Christian PPJ #1
June 30, 2019
Team Meeting: 2-3 hours
Enemy/Ship Idea Brainstorming: 1 hour
Enemy Designs Re-imagined:
This week I spent some time considering how make the enemies more compelling and give them more of a personality. Currently, they're just floating balls with either guns or sawblades, but they don't have any distinct characteristics to make them look evil, or really any consistent artistic style that defines what they are or what they represent.
I also put some thought into how we could make new enemies and how they could behave, beyond simply "it sits there and shoots at you", since that was basically the extent of our enemy gameplay design from last quarter.
Enemy Concept Board:

What went right:
We met early in the week to coordinate and draw plans together, then had separate meetings for Art and Programming roles in order to specialize of workflow more effectively than last quarter. Having more people in the meetings also allowed us to have much more active and insightful discussions of ideas.
What went wrong:
The separation of roles between programming and art resulted in a lack of communication between the two. While it didn't really cause any problems this week, I can imagine the lack of clear interaction between both groups causing issues in the future.
Team Meeting: 2-3 hours
Enemy/Ship Idea Brainstorming: 1 hour
Enemy Designs Re-imagined:
This week I spent some time considering how make the enemies more compelling and give them more of a personality. Currently, they're just floating balls with either guns or sawblades, but they don't have any distinct characteristics to make them look evil, or really any consistent artistic style that defines what they are or what they represent.
I also put some thought into how we could make new enemies and how they could behave, beyond simply "it sits there and shoots at you", since that was basically the extent of our enemy gameplay design from last quarter.
Enemy Concept Board:

What went right:
We met early in the week to coordinate and draw plans together, then had separate meetings for Art and Programming roles in order to specialize of workflow more effectively than last quarter. Having more people in the meetings also allowed us to have much more active and insightful discussions of ideas.
What went wrong:
The separation of roles between programming and art resulted in a lack of communication between the two. While it didn't really cause any problems this week, I can imagine the lack of clear interaction between both groups causing issues in the future.
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