Pedal to the medal
So, we have our team, we have our idea so it’s time to begin but where do you actually start? In-game development terms we’re currently in pre-production.
For me, this is one of my favourite parts. This is the stage where you start to see your idea come together or completely fall apart as bleak as it sounds. From mechanics to maps to the technical side this is where we’re figuring every aspect out. Meetings upon meetings occur around this time, the guys are probably sick of me trying to organise several a week. One day you could think an idea is great and will work. You can come back the next and it either works, is completely scrapped or is iterated on. (This is why I have four different whiteboard markers).
Currently, we’re prototyping our idea to see if it’s actually fun and works.
For technical, we began thinking about the camera and player movement. Ryan and Phillip’s time to shine. We knew we didn’t want split-screen, we all aren’t fans of them. So we’re currently testing out a method of how the camera is going to work. He’s also making several other prototypes to help us make final game decisions. For example, here's a few sample questions that come up during design:
- Will the game be more designed orientated towards the controller or keyboard?
- What happens if you fall off the map? Instant death or respawn?
- Do you play the level once or are there multiple rounds?
- Jumping standard jump or out of control?
- Obstacles are randomised or designed with a particular level in mind?
While Philip is working away at the prototypes, Ryan and I are working away on what obstacles we would like in the game and balancing them. Causing as much chaos as possible while still being able to accomplish the end goal. We've also been working away at the obstacle placing system and how that would work with a top-down view, where items can be placed etc. When we finished with this the last area of focus was storyboarding of how the game will run step by step. Having all of this done gives us a clear roadmap of what we want and need to be done for a vertical slice before we’re drawn in our dissertation work. I’m pretty sure Trello is my most used app at the moment, with so many lists.
Where’s Emmet? Emmet’s been away designing map concepts for our first level in the game. He’s been constantly reiterating the map and modelling for the level. We’ll be teasing the first level theme soon, so keep an eye out! He’s also been doing the art for our itch and social media to make it more aesthetically pleasing. He’s done a good job so far I think!
I'll even give you a small little sneak peek:
Watch our socials to keep up to date on our progress! @boscadubhgames
Out of context quote of the week: “I was close to Bono” - Ryan, 2021.
Get High Rollers
High Rollers
Status | In development |
Author | boscadubhgames |
Genre | Racing, Action |
Tags | 3D, Co-op, Local multiplayer, party-game, Steampunk, Unity |
More posts
- It's Been A MinuteMay 30, 2023
- Playtest PrepFeb 26, 2022
- Back in ActionFeb 07, 2022
- Have a break, have a vertical slice.Dec 12, 2021
- On the HorizonDec 06, 2021
- A Work of ArtDec 03, 2021
- Prototyping to PlaytestingNov 29, 2021
- Design to Development Part IINov 24, 2021
- Design to Development: Part INov 22, 2021
- Going up a gearNov 15, 2021
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