Wednesday, March 16, 2011

In development: Octave (pt 2)

Pre-production is about to finish (or it actually just finished recently) on the massive game development project for this semester about the mad composer Octave Hertz Hobbman.


The pre-production period can be summed up in three words. No more art (please). As said in the previous post about Octave I was handed a triple role in this production including the role of 2d artist and therefore also designer of characters. I think I might have underestimated the scale of this role a little bit because thinking back on the pre-production I've been drawing A LOT, providing blueprints for the 3D artist, concept art (for something to look at I guess), sketches for all kinds of stuff. So what do you do if work starts to flood over, you delegate the task of designing some assets to the project manager and hey presto! Work has kind of been levelled out again (but not really, I still feel like I'm constantly working).

The art stress is also due to the fact that the design document as well as the narrative had to be pinned down in this period, which is why I really felt the heat. As artist is also my least favourite role and something I had preferred to hand over to someone more capable obviously I feel that it takes up too much of my time. But luckily the design document and narrative is now done and so I can ease a bit on those roles as I head into the production phase as an artist and writer (and UI designer), so hopefully I'll be able to enjoy the role of artist a bit more now.

RANT OVER.

The game feels like it's going to be good and we have a very balanced team (consisting of people who fill out all the roles pretty well). My only doubt right now is concerning the battle mechanic, which consist of a timer wheel where the player has to time mouseclicks with the right parts of the circle. All this is done in real time and from the sound of where the gameplay/level designer is headed, it sounds like there will be a fairly large amount of enemies. I don't like the sound of that because it's sounds like a difficult and frustating game, taking a fairly long amount of time to form a combo in order to battle just one enemies, if there are more of them, well...

But we shall see, scaling the number of enemies down will be easy enough, so might as well stress the engine and run lots of them in the testings, I guess.

Lastly here are some sketches of the combat wheel (cadence wheel as we call it), in case my description didn't make sense: