Archive for September, 2011

Back on square 1 it seems

So after the first week of game dev’ing, our group Got Rice? has established an agreement on the strategy puzzle genre.  It was meant to be somewhat of a “set it and forget it” game where the player finds a bunch of tools within a confined space and make traps to defeat enemies that come.  Much of the plan came together nicely with the addition of several stage ideas and diagrams. 

Much of the game’s interactive options will work like any other first person shooter where the player will have hold of a weapon and uses it to knock and whack his/her way to the next level.  With that being said, the game’s target was mainly to be sort of a problem solving with a bit or horror element in it, since after all, the premise of the game was about a guy stuck in a haunted factory.  Initially the problem was that we considered all the available ways of clearing the stage but then including them would mean vasts amount of programming and modeling which could be out of our time limit reach.  It would even seem more unlikely with our additional courses.  So then the idea of having an ALL-interactive stage was scrapped.  Now it will only be somewhat interactive with most of the skill element dependent on the player’s skill in placing the traps.

However, some conflict arose and now that we’re left with the situation where 1 of our designers left, and our new designer has taken hold of a new concept.  So it seems that we would require some planning and paper scribbling once again to make sure that everything is within doable range.  But here’s to hope that we don’t start too late. D:


Blog Revival

Seems like a good time to run the blog again now that I don’t have much to do, but rather than just gaming, I think I will include some of my fictional works in progress and other daily events.


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September 2011
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