Sunday, March 31, 2013

Environment Conception

Team Chime's has been hard at work coming up with ideas for the second environment's [Fu Group's] world. So far, however, things have been narrowed down to either a grouping of floating islands or a canyon-like environment, both residing high enough to reach the clouds.

Into the Canyon
Disclaimer: Not our concept art... yet.





Among the Flying Islands


Disclaimer: Not actually flying... Barely an island...


The group has also set to work coming up with what the architectural aesthetic would encompass. Many different perspectives were thrown around and considered, including Early Native American, Gothic, and Scandinavian/Norse, so we decided on a mash-up, in the interest of extracting something original.

Medieval Influence

This image displays an emphasis on smooth stone, density of houses, and integration of cloth [if possible]. 

This image displays patterns used in the lattice work on buildings. If the team decides to follow through on this style, though, the densely packed cobblestone used will be replaced with a smoother stone, to prevent things from getting too garbled.

Since it's been decided that wind will play a role in this part of the game, an early interest in windmills was taken. These windmills have a very interesting shape to them that may be incorporated into the golems themselves.


Scandinavian/Nordic Influence

Chosen for their inset nature and grassy roofs that extend all the way into the ground,  these guy's have roofs that would integrate pretty nicely into both the sides and on top of either a canyon or flying island environment. 


Turkish/Ottoman Influence

Though probably not the prettiest building, the stilts/buttresses that prop up this little guy is something we'd like to emulate with buildings that may not be set on flat land. 

Stripes! Though the team won't be going in such a noisy way with them, subtle stripes are a feature being considered for structures that need attention or should stand out against the backdrop.  

This building, minus a more Nordic roof, is somewhat of a fusion between the styles the team is after.
With these references in mind, the team will be agreeing to a more nailed-down consensus in the coming days.

Thursday, March 28, 2013

Post Production Begins




Picking up from where we left off, Team "Chime" has been split into two groups, one in  Prof. Mamais' Post class, and the other in Prof. Fu's.

We've decided to take advantage of this by having the Fu group focus on creating an entirely new level, which utilizes assets created in the previous class, but set in a much more open design.

The Mamais group will focus on creating a prequel level that will serve as the beginning of the game, where we hope to better introduce the player to the environment, narrative, and mechanics we have set in place. Afterwards, we'll be having them join into the production of the new level, with the rest of the group.

At the moment, the Mamais and Fu groups will be working together on concepting the new level quickly, so that we can all get started on development as soon as the beginning of next week. Both groups will be meeting up over the weekend to get started