So since the last time I checked in, we've been pushing forward on the project with some great graphical work. Cody managed to program grass to lay on top of the terrain and sort of blew us all away with having it sway in the wind as well. It's really cool looking and brings the world to life, which adds to the alternative aspect of the game where the patient can just roam the land and enjoy the environment that is unfolding in front of them. Because this feature isn't really a game in and of itself it has sort of snowballed into the problem of the week.
You'll notice on this that we have a new object in the game which we have called, lanterns. Basically, they are a tool that the player can use if they want help painting the majority of the world quickly. However, I did not want them to be a freebie for the player and so some Giants heavily patrol the area around them. When the player does manage to dispatch the nearby Giant (which paint a radius around them when killed, a further incentive for the player to fight them) then they are able to activate the lantern. A lantern can be turned on simply be walking up to it. When activated it, shoots light in the direction the player is facing and paints the world. We also have this beam of light as a means to kill Giants easily as well. Although this may make the lanterns overpowered, it provides a reward to the player for capturing a location. Jon is currently working on this and we'll play-test accordingly.
From now until next week, I'll be working on the project about 2,000 miles away from my team as I flying back to my hometown of Boston for Fall Break. I'm not looking at this as a vacation away from the project but rather a test at my production skills so far as communication goes. Additionally, I've loaded myself up with some work on my end for the project such as improving our current terrain and solidifying our final pitch for the client.
Till next time!
-Andrew