NEWSLETTER
Episode Three: Locanimals… the Gathering

In our third week, design and programming faced specific challenges, but we soldiered through to accomplish some great progress.

The week started with the team feeling somewhat behind, even though we’re still on schedule (and ahead in some ways). Week 2’s major focus on brainstorming and design research took a lot out of the team, but it allowed us to develop our first paper prototype.

Our first paper prototype was to test our battle system with our three starter Locanimals, who represent the three strategies we want to balance the game. We experimented with three different damage formulas, eventually deciding on one that had what we needed: scalability and simplicity. Christian created a quick Python script that allowed us to calculate damage (and simulate the rough battle system). The ensuing test went incredibly well: the battles felt like a more strategic rock-paper-scissors (Bonus: not monotonous) and we had fun strategizing and playing (even if we lost). The test made us excited to have pursued a direction more akin to Magic, as opposed Pokemon clones.

Despite our battle system coming along nicely, Christian’s personal laptop crashed… resulting in us losing two days of time to work on our check-in system. During this downtime, we finally received equipment so Christian could continue working. We are now near finished with our initial check-in system, though we had to quicken our pace to get back on track.

Another great success was that Dani successfully completed our branding. The look and style of our branding is to be colorful and whimsical–with a deliberate emphasis on flatness to mirror our future UI and current design trends. We’re now excited that she can begin focusing on UI and our experience flow. Art and Music also made great progress: Phil completed an animation test and Erica finished our battle theme (along with a few tests for creature sounds).

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