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Diaries

Within my blog, I have separated my diaries into two categories:

Development Diaries - These posts discuss changes and alterations to my work, planning for future development and reflecting on the task at hand.

Production Diaries - These posts will discuss and evaluate my decisions when creating any final pieces of production. 

These diaries may not be uploaded within the exact order made - some of them have been developed upon throughout the project, an example being my production diaries, and therefore may appear in the 'wrong' places.  

  • Writer's pictureDan

How Many Domes?

Updated: Mar 8, 2018

Today we had both a group and a class discussion about how many domes we should include in our game.


Within the backstory of our game it is canon that there are multiple domes in which humanity have escaped into, however, we had a problem of how many we should include within our game. We first brought up this dilemma within the writing team but decided to raise it to the class as well, since it affected all of the teams - the games designers and artists in particular. To do this, we decided to present the facts for and against multiple domes and left it to a class vote.


Voting for multiple domes would mean that the game would adhere to the criteria better, by different domes counting as different levels and can be easily represented that way. It would also make the game designers job easier, with them not having to focus on rendering and memory as much as they could do. On the other hand, it would mean that more assets would have to be produced, with more setting having to be created to accommodate the multiple domes.


Voting for one singular dome would allow for less assets to be produced but would would put more work on the games designers, they would have to make sure all code was as efficient as possible, to produce less lag and make the game playable.

The final vote was to make the game through multiple domes, however there was still some controversy from the class that needed to be settled in order for the group to work efficiently. In the end, the class compromised, with both the artists and game designers deciding that multiple domes would be the best route to go down as long as they were smaller and not to the size as originally planned. This compromise worked well as neither team will have more work to do than the other and the game not being changed as much as it could have been.


Overall today was very successful as the class now has a better idea of our game and can progress their works with this knowledge. I can also start to flesh out the locations better and can start writing them into the story.

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