Tuesday, 7 December 2010

Squeezing one more out! Multiplayer test.

Pant.. huff.. wheeze...

Running quickly out of time, and I was determine to do a 10th level design, and insistent that it would be multiplayer, so that I could push myself before the turd hits the turbine in the new year.

Being multiplayer, using an IP seemed a little forced, so in this instance I have abandoned my own brief, in favour of freedom in design.


Here are the result.
2 2

Don't worry, my work next semester will be a little.. better thought out.

Don't worry, my work next semester will be a little.. better thought out.

My main problems here are the lack of IP, missing my own brief a little, but overall, it continued to be a very positive learning experience, the length, the design aesthetic (or lack their of.) and of course, the quality.

Its also very cluttered and messy. But I have moved more towards demonstrating the game play than writing about it, so I feel I am more than prepared for the next semester!

In the way of multiplayer design, I now realise if it where a co-op game, it is about overcoming obstacles together, being able to help each other in a dire situation, and adding just the right amount of danger to keep the team on their toes.

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