Monday, November 11, 2013

Cracking the case

So this weekend I decided to do something a bit different. I worked on the project, but not in Unity, and instead I took a roadtrip. Okay, I didn't take the roadtrip because of the project, I had to drive the DePaul Club Dodgeball team to Nebraska (we did really well, thanks for wondering). Now some of you may know this, but Nebraska is almost a 9 hour drive from Chicago, which means I spent a lot of time staring at road. So I started imagining if there were bumpers and ramps and hazards on the floor. The end goal was a success and I have new ideas to implement. Let's fast foward to today, and the team is beta testing. What does everybody want? Better level design and more of a challenge, exactly what was being concepted this weekend. With the help of Brian Gabor, Chris Klein, and David (I can't remember his last name), our team now has more focus of the level and what should be in it. The biggest thing we need to focus on is is adding a challenge into the game. It was also suggested that our game should step away from Pinball and become more of a marble runner, however that would take more time that what we have to spend on the project. So we are going to implement some of the suggestions with what we have right now, shrink down the width of the level, add in more ways to get points, and add in a final level challenge, for the Player to have a goal to focus towards. So now it's time to get a bit drunk (don't worry, I'm 21), and start getting crazy with this level.

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