Monday, March 31, 2014

Wait... what did you say you want us to do?!

For this final quarter, here's a basic rundown of what would be nice to have to present to all of our peers and professors:

- Polished Title Screen
- Polished Tutorial
- Polished Upgrade System
- Polished Level Selection Menu
- Workable Time Dungeon

So far, we have a title screen and tutorial, though they are far from polished.  We also have a rough outline of how the upgrade system will play out, though we've yet to implement it, likewise with the level selection menu and Time Dungeon.

So a progress report on completion:

- Title Screen: 80%
- Tutorial: 80%
- Upgrade System: 20%
- Level Selection Menu: 10%
- Time Dungeon: 10%

* Note: This is just an estimation of how "complete" we think each item currently is.  Depending on what we want to change and how much we want to tweak, this can vastly change the level of completion.  Furthermore, this gives no time estimate in regards to how long we will need to take to finish each item.

The real question is:  "Is this doable?"

Personally, I believe this is doable, especially given what we have.

The ideal situation is having every member of the team working in tandem.  While the art team is polishing the tutorial and title screen, the programmers and technical artists will start implementing the Time Dungeon.  At the same time, one person will be delegated to the Upgrade System, and be responsible for implementing it and providing basic art, until the art team is ready to start work.  Another person will be delegated to the level select and implement that.

Once those tasks have come together, the art team can focus on polishing the assets for the upgrades and level select, and if they have time, the Time Dungeon.  At that time, the programmers can go back and fix bugs and the technical artists can work on more particles and effects where they are needed.

Of course, this is under the assumption that everything will proceed according to schedule, which in reality is not likely to happen.

Stuff happens.  Deal with it.  It's called life.

Nevertheless, even if we are unable to get the final bit of polish in, we should still be able to get a good deal of work done on the three new items listed: upgrades, level select, and Time Dungeon.

The reason we should have at least these three items included with the final build is that they will give a complete run of the game cycle.  Once these three are in, the Player will be able to do every unique action in the game at least once.  Afterwards, it is merely continuing off of what we've already done: adding more upgrades, more dungeons, more flashy particles and effects that have little to do with anything except look cool and pretty.

With everything listed, the task may seem a bit daunting, especially considering that we took two quarters to show a tutorial and title screen, but it's possible.  It will be a lot of work.  It will take a lot of dedication.  But in the end, it'll be all worth it.

No comments:

Post a Comment