Well, it’s been a week since my last post- but wow, what a week. Tuesday we continued to brainstorm ideas, developing the idea of a unique platformer in which the player plays through the production of a shoddy, no-budget action film as an underappreciated stunt man. With a solid idea finally coming to the surface, I took no hesitation in getting our talented art department to knock together some fantastic concept art to further inspire our designers.

On Wednesday, we further refined the idea- I got the programmers to continue working on their flash skills, introducing them to the Box2dFlash physics library. The designers also came up with a second idea floating around between a number of different directions until finally settling in as a isometric/top-down turn based strategic battle game. The game, code-named ‘Golem’, followed the story of a young girl with the ability to craft Golem’s from magic clay. Moving away from the common convention of Turn-based battle games, Golem focused on the girls to craft generic clay golems who could then assimilate different terrain features to gain special abilities which are then used for solving puzzles and defeating enemies.

Thursday we continued to refine the prototype, develop concept art for Golem, and continue to define gameplay elements.

Friday was the big day- the meeting with the industry board. As you may be able to guess, I was a little nervous to hear their feedback, how they thought we had progressed, and whether or not they thought either idea had any legs. It was a pleasant surprise to see them really happy with the amount of quality work that had come out of all teams, and the feedback received was extremely useful. I hammered Adrian, Duncan and Marco for technical details when it came to implementing the anim engine, system timing and a few other details.

The board listened to Pixel and Alex pitch each idea, before weighing the pro’s and con’s of each and giving us feedback as to which they’d choose, however, unfortunately we had to choose just one, and the decision eventually came down to what I thought we could complete to a high level in the time allocated. While I really had begun to love the Golem idea, I didn’t want to have to brutalise the idea in order to get it done on time. Stuntman, on the other hand was a more accessible idea that scaled far easier within the timescale, and it was eventually this fact that seperated the two concepts for me.

Now the important second week begins where we become focused on the real work!

~Rory

PS: Hope to blog more often then once a week!

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