Making plans for Nigel

Making plans for Nigel

There are several main parts:

  • Mockups
    • Exemplars – start with alttp as a basis and work from there
    • Make a set of mockup assets to use flr dev and testing
    • Speccies
    • Adapt for mobile etc.
      • 10x of main overworld view
        • Which views?
      • 10x of crumpy like
        • Which views?
  • Content design
    • Maps etc.
      • Overworld
      • Sections
    • Map elements logic etc.
    • Intetactives
  • Graphics
    • Determine scale etc
    • Determine palette etc.
    • Lighting logic
    • Map element logic – including scale and set pieces (like kauri)
  • Code
    • Doing the phaser 3 tutorial
    • Look at adding roguey elements

Release schedule

  • Somewhat beholden to the tutorial series release schedule now…

Content strategy

Adding and remixing…

Authoring tool

Lock and keys – can be many to many…

Evemts

Text

Game design

where will it be displayed/played? aspect ratio etc.

An Approach to getting something happening

Make a canvas of a starting likely size

Start getting static things on it – at least a basic b.g., ground and player

Make them move

Make them interact

Decisions

How will the player move?

Will they always be centred on screen, or can they move towards the sides?

In pseudocode

I would recommend going through a book or two to familiarise yourself with 

Although it is older, 

Updates the previous one with a more modern ES6 approach which solves a lot of JS limitations


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