Documentation – The bane of my life.
Okay Firstly I am really bad at writing things down and
writing them well, but sometimes we need to break through and do the devils job
and document things. It is an important process, as I mentioned in the planning
post. It is part of an important step in organising and planning your work.
So for this entry I will be having a run at a dry version of
FMP.
Influence from journey.
The idea for my FMP is to create a playable level or two
based around dreams and surrealism. I
want the level to be influenced by known fantasy movies, mixture of an oriental
animation, (Aww yiss fox cat girl. Mike loves cat girls. ) and my own dreams
that I have written down. I want it to be highly stylized and make great use of
hand painted textures. The purpose of this is to portray character making
skills as well as stable environment work supported by knowledge of basic
scripting. I do now want to give myself too big of the job so this will
probably need much bigger amount of planning, scaling down and so on, but if I
want to be ambitious this would be what I would produce, roughly , together
witch technical requirements:
- Lead Character – Summer Fox girl
- Texture Budget: 2x Diffuse, Normal, Colour Specular, Cavity maps 1024x1024
- A skeleton of max 46 bones. (tail +ears requiring additional bones)
- Environment – Large Map based on looks of imaginary sanctuary
- Around 3 terrain textures 512x512 – Diffuse and Normal map
- 3 Types of decal textures 512x512 – Diffuse and Normal map
- Foliage 5 different types of grass bushes suitable within
the given theme
- Props and scenery objects:
- Hero assets – Main giant tree in middle of level (Honestly I
have not thought so much about that)
- Smaller assets – Rocks, flowers, particles etc. – Usually under
5,000 tris with 512x512 texture maps.
Also I would probably want to make it an action-adventure
game experience, as it is my favourite game genre and it offers a lot to play
around with.
So this would be my light take on the FMP, as you can see it
is not professional looking, and that is because it’s difficult to make a lot
of decisions about the project yet, and things need little cheesy explanations.
However my plan is to produce a professional brief again in September,
when I make bigger decision about my skill set, and timing in what I can
actually make in that space of time.


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