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WEEK 6 - 15th March

Game Walkthrough and Asset Creation

Monday 15th March

This week Kiera and I aim to create an in-depth overview of Anima Mundi's gameplay and visual appearance.

WORK DUE THIS WEEK

Game walkthrough

Continue with Asset Creation - Adaptations on the bridge, butterflies and nature elements. (Charisma to assist with creation of nature assets).

GAME WALKTHROUGH & PROGRESS CHECK

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Kiera informed the team on our plan to create a game overview which may be useful to them during development.

THE TEAM -

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In order to understand clearly our next steps I will keep track of the tasks completed by each team member:

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15th MARCH -

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MOLLY - Continuing with the basic animations for Shaman and potentially alter gust animation.

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CHARISMA - Asset creation with guidance from myself, additionally did some personal reading on Unity.

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KIERA - Greybox game, using game walkthrough we create this will be useful to understand the expectations of everything in the vertical slice.

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DANIELLA - Listing controls/beginning on controller mapping.

NOTES FROM MEETING:

-Storyboard, Art-Style, Abilities

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  • Sharing my storyboard - everyone agrees to finalised storyboard and are happy with the interactions that take place at each stage.

  • Need to refine project scope to then form an asset list and assign assets to people.

  • Molly shared her ability GIFS:

GAME WALKTHROUGH / PROTOTYPING

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Creating a game walkthrough will provide the team with a better understanding of each stage of our vertical slice. This will also be a form of prototyping which will assist our development and make us aware of possible implications/issues before hand. Recognising these things earlier result in a smoother process. Within the walkthrough we will include the following:

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  • Foreground Assets

  • Shaman/Staff

  • Puzzle interactions - each element including lanterns turning on

  • Use of abilities - How do they work? How long does it take for them to work/for the outcome to happen?

  • Potential soundtrack/sound effects

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I will also create an experience map and do some customer research in order to understand the thoughts/feelings of a potential user which we can take into consideration during design.

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TO BEGIN

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Kiera and I will be working together to build the game overview physically, and then I will create a stop-motion animation with elements such as audio by using IMovie.

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To create a thorough overview, we will be referring to my game storyboard and Kiera's gameplay structure at all times:

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verticalslicestoryboard.png

GAMEPLAY STRUCTURE/NARRATIVE WRITTEN BY KIERA

 

https://kw4u19.wixsite.com/gamedevelopment/post/gameplay-structure

WHAT HAPPENS IN EACH STAGE:

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1 - Player begins on a platform island and must walk to discover the next platform.

  • Begins with Staff in hand

  • Prompts to explain use of abilities

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2 - Player uses Boulder throw ability to fill gap of the following bridge, in order to pass.

  • Player cannot pass until they fill the gap using their Boulder

  • Lantern to turn on after completion of this puzzle

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3 - Player uses Boulder throw to smash debris and encourage the flow of water across their pathway.

  • Players can only pass once waterfall has successful water flow

  • Water to stream beside player

  • Lantern to turn on after completion

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4 - Player uses Gust ability to disperse clouds and reveal their pathway.

  • Clouds to cover pathway therefore players cannot progress

  • Players can only progress once their pathway is clear

  • Lantern to turn on after completion

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5 - Player uses Gust to blow wind into panpipes and create a tune, to distract the eagle obstructing their pathway.

  • Eagle must be sat on the following platform, obstructing players pathway

  • Players can only pass once they have distracted Eagle using the panpipes

  • Lantern to turn on after completion of puzzle

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6 - Player uses Gust to redirect a rain cloud over a dead tree, in order to revive it.

  • Branches to block players pathway and therefore they cannot progress

  • Tree to restore once raincloud is positioned correctly

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7 - Player uses Gust to spin the windmill and generate light.

  • Lantern to turn on once player uses gust ability to turn windmill

  • Game/Vertical Slice cannot end until all lanterns have turned on

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8 - End Scene

  • Demonstrate transition between two regions

  • Requires player to walk off platform and transition into Fire Region - in this case this will not be necessary.

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WHAT TO INCLUDE

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Stage

Summary

Mechanics

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We will be separating gameplay into 8 stages. I will be writing a quick summary to establish what happens in each stage as well as the Mechanics used.

BLUE - Interactive Assets​

PURPLE - Background Assets

RED - Non-interactive foreground Assets

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RED was also used to demonstrate player actions/mechanics.

 

IMG_0933.HEIC

STAGE 1

INTRO

IMG_1193.HEIC
  • Huts

  • Trees

  • Background elements

  • Basic player movement

STAGE 2

BRIDGE

IMG_1194.HEIC
  • Ability Prompts

  • Bridge

  • First use of Boulder

  • Lantern to turn on

  • Audio effects of boulder

  • Environmental sound effects

STAGE 3

CLOUDS

IMG_1195.HEIC
  • First interaction with eagle

  • First use of Gust

  • Second lantern

  • Eagle to sing tune

  • Cloud animation

STAGE 4

WATERFALL

IMG_1196.HEIC
  • Unsure of how this interaction will play out

  • May have to discuss leaving this idea to the side and considering it at a later date or not at all

STAGE 5

RESTORATION

IMG_1197.HEIC
  • Tree animation to play from dead to restored

  • Gust to redirect raincloud

  • Rain cloud audio effects

STAGE 6

WINDMILL

IMG_1198.HEIC
  • Lantern to turn on after completion of puzzle

  • Windmill to turn after use of ability

  • Japanese huts/trees - foreground assets

STAGE 7

PANPIPES

IMG_1199.HEIC
  • Eagle to obstruct pathway

  • Sound effects - Panpipes play tune to correspond with previous eagle

STAGE 8

END

IMG_1200.HEIC
  • End scene

  • Basic/general foreground assets

PURPOSE OF PROTOTYPE

The purpose of this game walkthrough/prototype was to understand what happens at each stage of our vertical slice. This allows all team members to have a clear demonstration of the outcome of assets, the games appearance and from the perspective of the player.

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Previously we had some concern about the way the abilities would work in our vertical slice therefore thought this would be a great way to visually display each phase.

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As we built this prototype we came across things we needed to change as well as other implications.

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​EVALUATION

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The evaluation of this prototype -

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We want to provide players with casual gameplay and beautiful visuals which we feel we captured through the use of additional decorative assets and audio effects. (See video below) We are happy with the way each puzzle interaction played out and believe the next steps will be to focus on the games appearance. Lighting and sound is extremely important in game engagement and immersion therefore in the next week I will be doing research on this in order to implement it into our own vertical slice.

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Additionally, we have decided its vital to include prompts at the beginning of the vertical slice to  demonstrate to users how exactly to use the Boulder and Gust abilities. This will assist in easing players into gameplay and providing them with a relaxed and stress-free experience.

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IMPLICATIONS / ISSUES THAT OCCURRED

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It was a concern to me that the puzzle in Stage 4 wouldn't be feasible. The waterfall puzzle concept is based on smashing debris on the path in front of you in order to unblock waterflow and watch the waterfall pass beside you. As pretty as it sounds this will be hard to implement into the vertical slice as we struggled to create this visual in our physical overview. How exactly will the waterfall pass beside players in a 2D game? How will we show the outcome of this and when will the flow of water end?

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Because of this we have decided to put this puzzle interaction to the side and potentially revisit it at a later date. It is also a possibility that we introduce a new puzzle idea, however for the sake of our vertical slice, focusing on the visuals and creating this experience based on beauty is our top priority.

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STOP-MOTION ANIMATION UNDERWAY

NEXT STEPS

 

In the next week I will be spending my time creating a stop-motion animation of our game walkthrough. I will edit the images together including sound effects/audio to capture the main experience. I am scheduled to have this handed-in to the team on the week of the 24th March.

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From this I will gather market research and create an experience map from this - focus on asking how the viewer felt and any additional comments or suggestions they might have?

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MEETING SCHEDULED FOR 11:15 - 18th MARCH

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THURSDAY 18TH MARCH: SLACK MEETING WITH TEAM

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Discussion of game walkthrough, next steps and introducing MIRO.

DISCUSSION

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Communication is vital and we felt we needed to be more consistent with the way we share ideas. James suggested using 'Miro' - "a collaborative whiteboard platform for distributed teams".

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I set up a Miro and shared this with the team:

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https://miro.com/app/board/o9J_lO3r118=/

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NOTES FROM MEETING:

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  • Shared the basis of the game walkthrough with the team and discussed next steps of creating animation/video to make things clearer.

  • Discussed the importance of sharing ideas regularly so we are all kept in the loop when it comes to asset creation and the stage of development we are working towards - this was a slight concern not knowing how much work had been done or needed to be done.

  • I created a Miro and set up the tasks that Kiera had set us, with comments and tags to let team members know exactly what their task was for the following week.

MIRO BOARD - ORGANISING THE WEEK OF THE 12th APRIL (excluding Easter)​

 

Using a Miro allows us to experiment with communication and another method of distributing tasks, setting due dates and following the progress of each teammate!

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The purpose of this Miro was to organise the tasks needed for the following week of development (excluding Easter) I have set up the Miro to display when each task should be completed.

Screenshot 2021-05-12 at 16.04.19.png
  • Colour coding used to differentiate between team members

  • Dates to display when work is due

  • Comment section to allow for discussions, comments or queries

  • Tags used to provide detailed description of task

  • Accessible to everyone so they are able to keep track of progress and update each other when they have completed their task

Screenshot 2021-05-12 at 16.05.02.png

USING MIRO TO ORGANISE ASSET CREATION

 

I used this Miro to set 2D artists the next set of assets to create! I have also set us the same due date to ensure we have assets completed around a similar time.

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This information was also updated in the Art Bible to make sure team members didn't lose track and to avoid misunderstanding.

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Final assets were being posted into the 'Assets and Comments' google docs too.

https://docs.google.com/document/d/1g9XfMxKRRWdh4n7p8RprSkDxvpwselZglnNLOQ8by-c/edit?usp=sharing

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LEAD ARTIST -

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As Lead Artist I ensure to keep team members in the loop at all times and to also provide them with guidance along the way.

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Charismas next steps were to begin creating the Eagle, the tree restoration animation and the interactive panpipes! It was also suggested that Charisma began to look at how to integrate this into Unity in order to understand how they need to be made in order to work in the vertical slice.

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Charisma contacted me in regards to the process of the tree-restoration animation where I provided her with a small explanation and decided it would be better if I documented resources in the Art Bible that would be useful to her!

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We also discussed the next steps for the animation and got into contact with Molly who was more than happy to assist this.

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UPDATING THE ART BIBLE

'Adapt & Overcome'

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To make the creation of assets clearer for artists I provided them with more information on this, specific to their creation of assets.

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Charisma's next steps were to adapt her cloud designs, begin the restored tree assets, panpipes and eagle designs. I provided her with information in the art bible such as mood-boards, colour schemes and a brief explanation to guide development.

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HEADINGS

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A feature in Google Docs enabled me to create headings for the different sections of the Art Bible (as seen above). This makes it easier to differentiate what is needed for our own personal creation of assets. For example "Emilia's Mood-boards" are made specific for me however, Charisma has full access if need be.

RESOURCES

Asset Creation

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To make it clearer I also provided Charisma with some useful video links, demonstrating the growth/restoration of plants and trees! These will be extremely useful when designing each stage of restoration and achieving a realistic representation of this through animation.

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I also provided a bit about the purpose of the puzzle interaction and how the branches act as the obstacle for the player, making them unable to cross the next path.

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Please refer to the Art Bible for more information on this!

https://docs.google.com/document/d/1qKwRhWw8a2JGt2Nr4HGmWCvtkofPeI06UNyEWZNRwFY/edit?usp=sharing

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MY TASK

My task for next week is to continue with asset creation, specifically designing Japanese Huts, nature and other architecture.

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I have documented my inspiration mood-boards on the Art Bible and next week I intend to design a variation of concepts in order to result in a finalised design, best suitable for Anima Mundi.

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Research into Japanese Architecture can be found here: Blogs>Japanese Architecture

END OF WEEK EVALUATION

 

PROJECT PIPELINE/MILESTONES

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We have successfully begun our first set of Asset Reviews during the Testing phase of development. As well as this, animation and asset creation will continue and scheduled for completion by Week 9. This week Kiera has focused on programming the reviewed assets into Unity and implementing the basic structure of the vertical slice, this will include the non interactive assets such as platform islands and blossom trees.

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I have been assigned Marketing Executive for Anima Mundi and am scheduled to begin this milestone by next week. (Week 7) It's my responsibility to carry this out during the course of the project.

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ARE WE ON TRACK?

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As asset creation continues we are scheduled to conduct the first set of scene testing during Week 8 where we will make the last few changes and finalise all assets by Week 9. We have met our milestone to begin the Programming stage of development which should continue until Week 12. Our pipeline and milestones are subject to change depending on the progress of the team however, all changes will be updated accordingly.

WEEK SUMMARY AND REFLECTION

 

This week we successfully created an in-depth overview to help team members understand the expectations of the vertical slice. As well as this Charisma and I have been progressing in Asset Creation and aim to have the next set of assets completed by next week.

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SELF-EVALUATION

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The progress across the last 2 weeks have been fairly slow, however now we have gotten into grips with what we are working with I am confident that from here we will be able to show more progress during the remaining 6 weeks of the project. I am happy with my current position in the project and next week I will be sure to hand in my next few assets and begin Marketing for Anima Mundi.

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NEXT STEPS

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DANIELLA

Continue with controller mapping as we have not received this yet.

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CHARISMA

Continue with Asset Creation with Emilia, Aim to hand in next set of assets on the week of the 12th April. (After Easter - Easter not included in development)

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MOLLY

Completed Shaman Animation

Jump/Walk animation to be handed in 12th April.

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KIERA

Completed storyboard with Emilia.

Week of the 12th - To have first grey boxed version complete

Begin sky concepts/background concepts for vertical slice - mood-boards and information can be found on Art Bible

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EMILIA

Completed storyboard with Kiera

Continue with Asset Creation

Hand-in game walkthrough video week of 12th April

Create Instagram Page for Anima Mundi

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