During our meeting today we discussed the following issues:
* Who are we making the game for?
* How are we going to get our game into their hands?
* Why would they want to play our game over any other?
* 2nd October = Presentation
* Unique selling points
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Combat system
* Melee
* Ranged Attacks (Bow & arrow, guns, thrown objects)
* Healing (Bombs, Spells)
* Magic (Draw runes on the screen)
Camera/player control
* Hold button to draw shapes/swing sword
* Hold button to turn camera/player
* Cursor exists in the game world
The main thing we discussed was the combat system. If we can manage to make it the way we want, it would make our game stand out from the crowd and we would have a unique selling point. Our target audience will most likely be fans of competitive games like DotA, Heroes of Newerth or even MMO-players who like PvP combat. These kinds of games are all tactical, team based and competitive but the combat system in all of them are actually rather boring. We want the attacks themselves to require some skill and not just clicking the actionbar. For example, if you want to attack the enemy with a melee weapon you could choose to do a backhand swing by pressing the left mouse button and dragging the mouse cursor in a half circle around the left side of the character or a forehand swing by making a half circle around the right side. For ranged attacks such as spells we talked about a few different options such as dragging the mouse from your character to the character you want to attack or use the mouse to draw runes on the screen to make the character cast a spell. This will be our main area of prototyping these coming weeks.
Another thing that we need to test is the way the character and the camera is controlled and turned. We want to be able to make the character turn by using the mouse since the game will be rather fast-paced and keyboard turning would be frustrating as it would be too slow but at the same time we dont want the character spinning around while you drag the mouse cursor around to attack an enemy. Solutions to that could be for example disabeling the characters rotation while the left mouse button is pressed or only having the character turning towards the mouse while the right mouse button is pressed. This is also a thing we need to prototype to see what works best.
The last thing we did was assigning work for everyone so that people know what to do until wednesdays meeting with Troels and Adam. The people from the team who are located in Visby will most likely have an office of some sort available from tuesday so that they can sit together in one location and work. Ted and me (Kalle) who are not in Visby anymore will look into perspective and different camera angles so by wednesday we should know if we want to make the game third person or top-down.
On monday september 14th we will have a meeting with the other prototyping group to discuss distribution.
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