Today we all got together and worked some more refining the fun factors for the game- number of resources needed to make ink vs buildings, ect. I also got working on the animation cycle for the ink and acetone blots to make them more interesting. They are implemented and look awesome now! YAY
Friday, October 8, 2010
Acetone and Ink blot animations
Today we all got together and worked some more refining the fun factors for the game- number of resources needed to make ink vs buildings, ect. I also got working on the animation cycle for the ink and acetone blots to make them more interesting. They are implemented and look awesome now! YAY
Wednesday, October 6, 2010
New Shots, and gameplay inputs
So, this week, I have been able to work some more on getting the tutorial screens, and animations done for some of the other composition concepts. I also had a chance to brainstorm with Matt about ways to improve gameplay with gameplay rules for each composition. I came up with the idea that we could start off with a few random shape buildings, making it harder to achieve compositions by twitch mentality. I also came up with the idea that there should be at least two groups of three for the proximity goal, and the idea that in order to complete the repetition goal, you had to have a certain percentage range somewhere between 50 and 90 percent of similar shapes or colors, forcing the player to choose some other colors or shapes to complete the goal. I also suggested that the canvas be mapped with a terrain to have the rule of thirds composition, and the final emphasis by isolation required to be placed in one of the four focal points from the rule of thirds, and to make that area more difficult to build on, and be heavily attacked by acetone. Not all of the ideas were able to be implemented yet, but some of the basic rules will make it in. Here are a few of the new screen shots.
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