Wednesday, June 26, 2019

Weekly Update (Part 3)

Week 25

KE 19.6 - 
Shelter Gameroom


This week we had our meeting at Shelter Gameroom (in the private room), which is a wonderful open gaming place at Kaisaniemi. Thanks to Tuomas, we were given this opportunity to use the room for our project! After the meeting, we realized though that we can't have a room where voice is echoing, so we still need to be in a basic conference-room - even at the cost of losing the high-tech computers, this room would have! In the end, these weekly meetings are all about talking. Anyhow, we have been talking about different collaboration possibilities with Tuomas, so there might be something else happening on that front.
The incentive for this week was to figure out the style of the game and to start the project with Godot -engine and GitHub. Both of these objectives were achieved, even though the graphical (cartoonish) style will become more precise during the upcoming weeks, as Helena (with her theatre director -based development style) needs to familiarize herself with the artistic style of every graphic-designer involved in this project, in order to impose them correctly to the stage and deliver the final performance; answer the final question about the style of the game.
It's awesome to see how well the graphic-designers are organized (thanks to Oona) though, as there are already various teams focusing on different graphical areas, like 1) facial expressions & defenses, 2) the character, 3) the village, 4) the battle. As the work is mostly done from a distance, Oona (graphics-leader) has built an active discord-channel, pinterest, and padlet to help the designers to share thoughts, ideas, and works to each other. Weekly meeting At the weekly-meeting we talked about the following things: 1) Assignments people had for the past week (marked in here) - in addition to the content the workload and work-method were again reviewed. 2) Rest of the defenses (last week we only talked about introjection and desensitization), which took most of the time. In the end, every member of the workgroup was instructed to make gamification of 3 defenses for the next meeting.
3) The weekly meetings of graphic-designers and coders have to be separated because they work at a different level of development. This way the meetings become more clear and focused (and coders can have their space too :D).

4) Open and closed assignments for the following week. To name a few, Susanna promised to be a host of GitHub and Roni said that he will create a foundation of the ALT -project, and a folder -system in Godot engine.

5) The work method is all about taking the right amount of responsibilities to carry out in one week. No one is calling after them, and if the taken tasks are not ready by a given time, and the one that picked them won't dib them again, they will change to open assignments again.

6) Helena is trying to get a familiar gestalt therapist to review gamification process of the gestalt therapy defenses. The core-summer is off, but August is on the table.

We also had a new intern, Andreas, who will start the process by toying with Godot engine - just like the other coders. Next week
We will have two different meetings; first with graphic-designers (AM) and then with coders (PM). In both meetings, the homework (gamification of the 3 defenses) will be handled.

The main incentive of the next weeks meeting with coders will be about schedules, so there will be a solid plan for different coding-steps with DL-timelines for graphics-team. We will also discuss the technical things concerning the battle modes (1v1 / multiplayer -> how it will be different/same?)

The objective with graphic-designers, on the other hand, is all about understanding the artistic styles of the involved designers, so the final style can be composed out of it. Game designer notes

-> Heroes battle system should work as follows (inspired by Empires & Puzzles -mobile game); certain defenses are strong against others and the other way around. Every defense has its own superpower-meter, that fills when one is struck by other heroes, especially when the enemy represents counter-defense.

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