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Meeting 20

Attendees: Mike Pickton (Supervisor)

Agenda

  • Show James' prototype

  • Show my new moodboard for the tower and talk through different stages

  • Discuss best option for me as I am waiting on level designs

Feedback

  • Keep the exterior and interior as separate things; inside to be modular and can be almost like a tardis

  • Keep the outside rough at the moment; not final

  • Don't force yourself to design the whole of the tower, focus on the interior first as the towers outside is likely to change

  • Don't weld layers of the tower:

  • Make it east to edit/change as the design develops

  • Acceptance puzzles: combination of previous puzzles from lower levels

  • Might be cool to have stairs form around the outside of the tower; bricks pull out as you finish puzzles

  • Look at The Lost Odyssey: A thousand years of dream- https://www.youtube.com/watch?v=ArPH1YGhV1g

  • Great for the narrative- text and music

  • Make assets that are likely to be used in game

  • Make the interior modular and work on that so that we can plough through the level design

  • Don't lock yourself in on a 50/50 asset, only make assets that are 100%

  • Blocked up windows in shock and denial: small cracks of light and dust particles

  • Tower doesn't make sense and that's good

  • Rattling metal pipes: pressure too high; jets of steam on Anger level

  • Pretty black and white on Depression level, only warm and cold greys for colour

  • Wind shows emptiness in Depression

  • Add movement to empty spaces

  • Design puzzles dependant on setting and theme

  • Mansions of Madness power puzzle: https://boardgamegeek.com/camo/a15f24059fe928ac56b2371027d15e4abe964465/687474703a2f2f63662e6765656b646f2d696d616765732e636f6d2f696d616765732f706963313537363431325f6c672e6a7067

Objectives for next week

  • Start on benchmark to be finished in around 4 weeks

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