Friday, April 12, 2013

Project Minotaur Progress Report: Eureka!

Legend:
(-) Goal incomplete
(~) Goal partially complete (buggy/hacked)
(+) Goal complete

Goals for this week:
1. (+) Brainstorming

Goals for next week:
1. Sufficient documentation
2. Agile Roadmap

Other work done:
NA

I think I've got it:  Traps are microgames.  To make exploration more interesting, each trap will have an avoidance microgame, similar to how traps worked in the Underground in Pokémon Diamond/Pearl.  I've got a couple designs that should hold through to playtesting, and since each microgame will be less than five seconds, I think several other ideas will pop up by the time I get around to implementing the traps.

Now that I've got a better idea of where I'm going, it's time to build a roadmap (so I don't have a productivity boost right off the map, and end up with a muddled idea of what to work on next).  There's one outstanding issue though, and that's enemy AI.  However,  that's more of a code issue than design... sort of.  More on that later.

See you next week.

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