Getting back into this is going to be challenging and fun all at once.
First, what happened over the winter break. I spent a lot of time tweaking the behind-the-scenes tech, making sure things run quickly, don't waste too much memory, and are fairly easy to understand. No big changes, just small adjustments, a few minor features here and there that should make our lives easier later in development.
Second, what happened this week. As a group we had lengthy discussions about where we want the game to go, what new features we want to add, what we want to tweak and change. We settled on a small but hefty feature set for this semester - a combined single-player/multi-player mode utilizing networked play, a set of individual single-player scenarios, multiple factions with unique upgrades, and some kind of subtle tutorial to help players learn how to play the game.
The combined local/online mode is by far the most ambitious feature we've settled on yet. While I'm excited about it, given that this kind of seamless mode worked really well for the Souls games, I'm still slightly hesitant to work in online play. We'll still make an effort for it in these next few weeks to test out a bare-bones version, but just from a technical standpoint I'm slightly intimidated.
No comments:
Post a Comment