Prototype idea conception
This week we focused our efforts on finishing our conceptual documents for the first development cycle.
These were delivered tuesday night, after which we discussed how to do our low-fidelity prototypes. Since it is mainly a fighting game, focused on action and reflexes and not having a tactical component, we were a bit taken aback on how to proceed but, after talking with the teacher at the last lab he gave the idea to do a turn-based game with the same concepts as our game.
As we devised, this would work a bit like a tactical rpg, like Final Fantasy Tactics, with a 2D grid showing the position of the characters and each attack being a different action the players can take.
For now we will develop this idea and see as it turns out, if we can't proceed we will brainstorm another approach.
These were delivered tuesday night, after which we discussed how to do our low-fidelity prototypes. Since it is mainly a fighting game, focused on action and reflexes and not having a tactical component, we were a bit taken aback on how to proceed but, after talking with the teacher at the last lab he gave the idea to do a turn-based game with the same concepts as our game.
As we devised, this would work a bit like a tactical rpg, like Final Fantasy Tactics, with a 2D grid showing the position of the characters and each attack being a different action the players can take.
For now we will develop this idea and see as it turns out, if we can't proceed we will brainstorm another approach.
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