Rough draft of the world’s most fun game design doc (I mean it’s pretty great) is finished and ready for team review at the next meeting. It’s nice to have a reminder of where we are and where we’re going.
We are officially exhibiting the game in all it’s progress and glory at Imagine RIT in just under two weeks. We're planning to make a 3 sided display board as well with information about the team and Zane is working on code for a demo. Zane and I were playing with the idea of letting people download (Zane would put it on their phones if they wanted) the demo because it shows off the game without BEING the game and would be an easy, subtle way to spread the word about it. Who knows, maybe we’ll even be able to share it online?
The demo itself will be like a scene-select for the game in that visitors can pick one kind of interaction to practice with. For example, they can select "Try Walking" and play through a bit of the level in which they learn how to step, get up to speed, maybe dodge obstacles, and make turns at crossroads. Other interactions would include opening doors, fighting a monster, interacting with an item room, a trap sequence, etc. but is limited by how much he can finish coding by then. As far as I know, Zane is very confident with his ability to make these segments functional for initial interaction demonstrations so that we can get feedback about how well they work for potential users.
I’m also considering adding a fourth graphic level to the audio output- Green for Narration. The only thing that would prevent it would be the screen becoming too busy, but there might be some fun ways around that.
We're also working on a simple video that will involve either brief animations or live-action clips of people acting out what the characters will be doing in the game, but it will cut to black and focus exclusively on the sounds mid-clip. To better explain, if we're showing a clip of a character fighting a monster, we would have the person walk around for a little while, then look surprised and draw their sword, and then cut to black and have the rest of the fight scene come about strictly through sound. As suggested by one of our coaches, Professor Jacobs, this will parallel the actual experience of the game, save a little bit of time in recording studios and such, and also give us practice with orchestrating sounds for the scenes in the game. It’s also just kind of a fun thing to watch and an easy way to explain what’s going on in the game.
We also have plans to *hopefully* write, record, and finish an example of a cutscene, but we need to discuss it further in our next meeting. Our main focus is on functionality and finishing the code for main interactions right now, so this is on the "Would be nice" list along with animations and such. (Basically the "Would be nice" list is my list of things to try to work on and finish.) Right now we're just using pre-recorded sounds from an online database, but Forrest will be jumping in soon to start recording, manipulating, and implementing sounds for a more finished demo, though we pushed this to summer development.