Week 7

So this week we were basically working on our prototype all week. We found ourselves thinking about the strengths and weaknesses of the game and designing around how can we make players more invested in the game. We were more invested in making more game features and getting everything in the game for Halves. We tried to have more gameplay features in and have some Twitch interactions being more cohesive.

As a team we wanted to progress further with our art iteration and below are some of the things that we came up with that would fit our overall theme of things.  This week was mostly about prototyping more and laying out overall design of the “dungeon” that we would be putting in the game. So, Julian went back to the traditional style of hack-and-slash and came up with a grid like map of a dungeon. The idea being that the player has to fight a mob of enemies in these corridors  while trying to do a meaningful quest for his progress in the game.  We also included the adding of chests in the game and getting what was voted on.

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In addition, some of our design layouts would need to be tested thoroughly so that we have a better understanding of what areas the player visits more and other details like that. Talking about Halves we would like to have one good prototype to show in our presentation. With only one and a half week left until halves, we have a lot fo work to get done, but atleast we have a strong direction to move in.