Luke - Blog Post #2 - Research and World Building

    This sprint started with a review of the initial planning of our initial concepts. Our team was very jazzed about our ideas going into this review, however, we could not clearly enough define our vision with our peers to get them as excited as we were. This prompted us to focus this sprint around creating a very clear picture of what we want to make this semester. What we really intend to build is a 2D action/adventure game with characters that you will remember for being quirky.

   I began work this week by writing 3 overall story concepts for the beginning of the game, 3 concepts of what kind of world the player will be exploring, and 4 concepts for the first character you will help in this world. All of these went over very well with the team at our weekend meeting. I used the most like concept from each section to make a fully fleshed out world for our game. The short of it is that the player is frog collector that gets his frogs stolen. They have to rescue them from a world inhabited by humans and animals with rampant crime.

    After that weekend meeting, I researched level creation tools and techniques. I looked into how Hollow Knight and Sonic Mania handle their level objects. They both used a grid based system with tile overlays to implement art. This allows for levels to be created and tested before art is implemented. This style of level creation can be done with a number of tools. I looked into Tiled and OGMO. Both of these tools would work well for any grid-based 2D project we decide to go forward with. OGMO seemed to be a more powerful and intuitive tool to use.

    This week was very important for setting a foundation for going forward into the rest of the year for narrative and level design.