On Wednesday the 1st of December, the group arranged to have a meeting with the client about our product. At this stage, Chris and Jon have been looking on both the lag issues and the 'cannon ball' method of knocking the building down. Luckily, with our collaborative efforts, the game now runs at an acceptable speed. Chris looked into the problems and altered the object properties to make them more efficient. I streamlined the building by taking out unnecessary detail and objects inside the building, and Jon experimented with the firing mechanism. The result is a working game, which has a first person firing mechanism. This was then altered into a 'tank' or 'cannon' style system. We had a meeting with Brian Larkman, who gave us a couple of suggestions about how to improve it. These included changing or adding another 'knocking mechanism' such as a finger, thus reducing the element of aggressive destruction and focusing on the educational element. Unfortunately, Jon was unable to attend due to the heavy snow, so me and Chris sat down and wrote out what we needed to do. The list includes:
-Texture the Cannon and cannon ball
-Improve building textures by making them look more like Portland stone and increase coverage.
-Create an additional knocking mechanism (such as a finger)
-Look into an 'undo command during game'
-Attempt to make the game into an executable format (thus eliminating the need to run Blender)
-Look into marketing research, such as the product's place and use.
Jon was later filled in and suggested that we have the game completed by the weekend.
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