Thursday, 7 December 2017

How Did The Paper Mock-Up Go?


Practically, it went well. The pieces were all manipulated as imagined in the plan, the title screen going in to gameplay was seamless. No pieces broke or were damaged in production, and the multiple takes meant we got better at doing it as we recorded, and therefore produced a higher quality piece. There were a few problems though. The sheer amount of moving parts and lack of extraneous limbs meant that the amount of pieces used (in this case the zombie horde volumes and bullets fired) had to be kept lower than they would be in game simply due to the small scale of the mock up. There was a technical issue too; I forgot to focus the camera on the scene properly, meaning the footage recorded was a bit blurry. Nothing too bad, what was going on was still clearly shown, just not as clearly as it could've been. Oh! and the pieces in the mock up moved slowly and sluggishly as a pose to the game, which was designed to be fast paced

What have we learned from the mock up? While the paper to game comparison has its own problems, we learned quite a bit. For starters, the game itself might have a bit too high of a scale. Not in workload, but in the literal amount of things we are trying to show on a single screen. The idea was to have large hordes of zombies, but this might cause serious performance issues with the volumes we had intended to go for here. We will have to greatly consider performance when we develop the game, especially since the fast pace doesn't leave much room for error, and the game may become unplayable at later rounds.

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