Week04


DevLog - Post 02

Its getting there!

After a start of great group morale being crushed by doubtful leads, we have bounced back and are feeling better then ever.

The most important condition for us to stop prototyping and start the actual development is that the game is fun.
In the first week our leads were really unsure about our idea of a fighting game because it is difficult to make good, and even more difficult to make fun. They warned us that it would take more than 10 hours of work per week. One of our programmers made a small fighting game prototype in the brainstorm week allready, however the only comment we got to that in regards to the fun aspect was, this is not fun. Ofc it was too early to judge, but the leads had a good point, the prototype was not fun yet.
Because of that we were feeling a bit insecure and came up with a backup idea, in case the leads would not like the prototype.
However, said programmer took that challenge head on and worked (more than 10 hours) on the fighting game prototype.

The result. The game was fun!
We are official ahead of the curve (at least if we can take the leads on their word). The prototype, allthough made almost as dirty as possible had most of the game mechanics the game would have at the end and was describes by all who played it as fun.
And thats all that matters!

So in conlusion, we doubled down and we made a good call.
Our game idea was, after almost three weeks set and officially the game we are going to make.


Here is a gif of the prototype in action


Also some of the highlights:

Some traps take and then some other traps give (or take from others).
Watch dark blue!


Fire is Sneaky!

And again!


When the whole party fails the ready check

In conclusion, fire (or red 3D rectangles) are dangerous!

Here is some art!

Our theme of choice is the Jungle. We based this on the idea of a totem in the center of the map that is a big game play element.

Through that, it came naturally that our theme would be the jungle.
And with that our team had a ton of amazing ideas for items, traps, characters and other visual elements for the game.
These also translated to some very great, fun, doable and creative ideas for gameplay elements.

So to not just tease, here is some of the art our artists have made in the short amount of time.


The first shaders we made in Unity



Some of our character and level concept art









The descend into darkness!




Where are we going from here?

Well first of all we are basically done with prototyping. We still polished our prototype, to make sure there are no bugs or anything along those lines, but after hearing (paraphrased quote of our lead) "normally I ask for you to prove to me until next week that this game is fun, but you have allready done that", we started working and preparing our actual project.

Our plans are of course way more than we will possibly be able to finish (intentionally) but we are still having more and more amazing ideas for gameplay elements, art and quality of life improving aspects for our game.


We are all very excited to have the chance to work with such a dedicated group on a game we can't wait to play!

Thank you for your interest from Group18.

Files

TotemTowersUnityPrototype_Build_02_Stable.zip 20 MB
Mar 04, 2020

Get Totem Tower

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