Cohort 5 has completed and presented their final round of prototype games. This round was a polished build on a previously designed game with a 3-week time frame, rather than 2 as usual. It was both a help and a challenge to work with existing game components, as we did have a starting frame of reference, but also had to deal with the nuances of using someone else's raw files. Luckily, our programmer was also the programmer of the original game, so he knew his own code, but our artists were tasked with the challenge of working with someone else's models and animations.
Our final build featured 4 objectives: talk to the roof mouse and obtain the acorn bomb, find the informant mouse in the warehouse, take back the nut diamond from Big Ratsy's safe, and escape the building. Overall the game evolved more story without getting cluttered and boring and enhanced gameplay. While the original was story and sneaking, the polished version included a bit more of a combat mechanic with the acorn bomb.
With Darrell's help we managed to get the buttons on the splash screen updated and transparent, so that whole screen was a total revamp and I think looks awesome.
I did a 2nd version of the credits which was a bit more cleaned up and uniform, as well as the new credits for voice acting. I managed to steal Carl for 15 minutes to record the new mice dialogue tracks that I wrote and then exported those out after deciding if we wanted a nervous informant or a French one.
Ryan's work on the intro movie did a great job of getting the story across without boring the player. This was a change we made after the first iteration where the story was told in a longer format and was too much text to deal with. He also picked up on an oversight with the end screens where they didn't fit with the rest of the game, so he gave those the newspaper treatment as well.
Kait and Katie did a great job updating the animations, even with how difficult the originals were to work with. The updates to the textures, as well as a few extra ambiance pieces like the posters really helped add to the Film Noir feel. Their additional renders of Big Ratsy, his office, and the mice were also well suited to fit the environment.
Overall, our only issues we discussed as being "needs improvement" were that we needed to be a bit more organized and have clearer goals set. Play testing more would have been a good idea as well, as the enemy placement needed some tweaking to give more of a controlled challenge.
As for positives, it went over really well, we caught all the major bugs before presentation so it didn't crash, the redone animations worked very well, and the expansion of the story and additional game mechanics expanded the game without cluttering it.
My final contributions:
- Redesigned the splash screen and buttons
- Wrote the fake newspaper text
- Created a credits reel
- Altered the safe texture to desaturate the red text
- Wrote the mice's dialogue
- Recorded the mice's vocals, mixed and exported
Overall, I'd say we polished this one pretty well. I could see presenting this as a single level of a game with multiple 'cases' that Squirle has to go on during his quest to finally put Big Ratsy behind bars. We had discussed wanting a boss battle, and I'd see a final showdown between BR and Squirle as just that.
Tuesday, December 9, 2008
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