So last night I was able to show the team the new work, and to discuss changes and make more concrete decisions of our design brief. Good thing is they like where the boss design is going as well as the environment.
Overall there are only minor adjustments to make with all designs, but it's all heading in the right direction.
Here are some notes of changes and preferences:
Enviro: No spiral ramp, refine persp and top view. No pitfalls of death.
Crystal columns attach to stalactites straight up (maybe try curved). Shockwave from charged hits by player on each column breaks the top group of stalactites to fall onto boss.
Weapon: Ditch amulet. Power source at the grip and butt of sword.
More designs.
Boss: orange/green/purple flesh preferred
Break up chest armour
Blend plates to armour (colour)
Head more fleshier
Animations in fleshy eyebrows.
Eyes are the biggest feature.
Examples: infinity blade attacks
Flagon: bottom left, opening narrower and cork of previous concepts.
And the Colour combinations of the boss:
We're are also still trying to come up with a decent title for our demo game, hopefully something will stick soon ^_^
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