This portion of development is known as E-prototyping. Our team got together and collaborated about which game mechanic we felt required the majority of our focus and we chose the combat system, but more specifically the individual damage modifier system. We built our E-prototype in Flash for ease of use and it's inherent ability to use object data and dynamic text.
we broke down our task list into things we believed would be doable in such a short timeframe and came up with this breakdown.
We quickly set off to accomplish these tasks but found that we had bit off a little more than we could chew. After a weeks time and some careful consideration we came up with this task list
so we went about compiling elements and putting them together and this is what we came up with. our first screenshot shows the start screen with the start button on it's "up" state.
next we have a similar image of the button on it's "rollover/down" state
next we took a screenshot of the prototype in action, displaying the player's attack cycle, also showing the attack button on it's "rollover/down" state
next we showed a similar screen with the attack button in it's "up" state and the enemy going through it's attack cycle
finally we took a screenshot of the game completion screen.
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