Thursday, 31 October 2013
Quandary 22/08/2013
I've been doing weekly updates on this journal however thanks to a recent reformat of my computer and the sheer brilliant attempt to not back up the proper document, I am now left 20 days without an update.
So basically in the earlier days since my last update I was working on a style that would fit Quandary's overall theme, I drew a few textures and asked the team what they thought in which was mostly positive however we still aren't using them quite yet. But that's really just okay, Quandary looks fantastic without textures but we'll see how we go down the track with that.
For the most of the later part of this month I have been working oh so hard on the Sound Design. Sound is incredibly important for any game but Quandary especially because it needs to be simple and slow paced but not too slow and just a tiny bit not simple...so really it's hard as balls to do. Simplicity is not just removing clutter, it's finding harmony in objects that work hand and hand together, or so I’ve come to learn. It’s really been quite a big task to do but I don’t see it as an individual task but rather a process of design just like making the game itself, so really it should take a lot of time to adapt to what the game will eventually be in the future.
On a side note, we built to iPhone earlier this week and it looked fantastic. It only consisted of our first prototype level without any way of controlling it, but it still gave us a boost of inspiration and a preview of what’s to come.
Until next week.
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