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Announcement

Cancellation

The idea isn't working out very well for us, and we've got no motivation, so I'm cancelling the project. I guess it just isn't working out, as Summer is ending and me and my brother want to play, play, play games before we go back to school(me to college, him to highschool). Problems with our work ethic aside, I guess we'll be throwing in the towel for this year's IGMC.

Progress Report

Week 2 Progress Blog

Progress Update!

So, in the last week, we've struggled with a good level design set-up. We created a "level 1" for practice, and we're doing some changes. We're now aiming for 3 levels and changing how we approach them. They were getting too linear and odd for controlling 3 characters through a level. So, we're iterating on our design, making changes to mechanics. I personally decided there should be no combat, so "puzzle battles" are cut, they didn't really fit. We're aiming for levels that feel like Legend of Zelda levels in terms of layout.

So, we feel behind, but we might get our entry done still before the deadline. I'm a bit worried, but we'll go on! Hopefully by the 28th we have our Level Design Cycle nailed down,and have the at least the first level completed. Here's hoping!

Progress Report

Week 1 Progress Blog

So, it's been 1 week into the contest. I figured I'd post a blog detailing what we got done, our progress as we go. We started conceptualizing on the 8th, but I'm going to go by the 7th, when the contest actually started.

So, we planned out everything: how the game was going to work, the gameplay, story, characters. Seiromem got the hub mapping done, which includes the temple, the interior, the house and it's interior, and he began work on the first level. I got the main mechanic; character switching, done the first day we had our idea. From then, I focused on story, got our tileset and soundtrack, and created the four character graphics of the cast. I then focused on the character abilities, their upgrades, how the shop works. We planned costs, how you earn currency, what each level gives to you. We got most of the concept and planning done in the first week, basically.

This next week, we hope to get three levels done at least, test out our main mechanic, the upgrades, and the shop. We'll be implementing everything and working on level design as well as system design. Seiromem works on the mapping and level design, while I work on mechanics, systems, eventing and level outlining. It's coming together really fast, we just hope we can get the levels done fast enough too!
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