Tuesday, June 26, 2007

6.25.07 meeting

To do:
  • Matt will create rough storyboard for animation of opening with new music for next week due July 2. Matt will also set up brainstorm session for opening animation
  • Matt & Gerrit -go back over the list of background music for next week due July 2
  • Rework the narration to match music
  • Matt IVDV script review and change make sure map pieces are received a end of whole game
  • Matt will mock up an interface that has 3 map pieces that CC can control w/ Director.
  • CC will add exit button so player can exit at anytime might need to add text to let the player know that… “You are leaving without getting all your map…”
  • CC add auto save at end of each game
  • CC add info/status bar on island
  • Bob will create short loop version of game theme music for some areas where background music is needed.
For next week:
  • Mechanical Questions:
  • How do we “award” map pieces
  • How do track inventory
  • What does exiting in every activity look like
  • How do we tell user that 3 map pieces takes them to BrownBeard
  • How/when do you save game.
  • Dialogue with pirates – write down what questions
  • Opening storyboard
  • Review list of background music still needed
  • Status/map interface design
Ghost Cave music:
New version – Good, we like and will use

Opening narration – Bob played new version of opening game theme music. There is still some disagreement on how the audio and narration are working. However, we all agree that time is running short. So, we decided to take Bob's current audio and do a rough storyboard.
  • Matt will create storyboard for animation of opening with new music for next week due July 2
  • Matt will set up meeting for brainstorm section for storyboard
  • Tweek to make music and narration – not sure who will be doing this
IVDV: Review the current script version. Rewrite to remove the awarding of map pieces per level. Player only gets map at end of whole game.
  • Script review to check if the reward are maps or keys to open chest to map. Player will get map reward at end of game only – this is true for all the games.
  • Matt will review script and adjust audio in game

Info/Status Bar: CC will add to walkaround screens that displays map pieces accumulated and I am not sure what else. Add status to the island and not in each game. To view info/status bar the player would click on an object from anywhere on the island, possibly the parrot, to view. The player will not need to go anywhere specific on the island.
CC add info status screen from anywhere on island
Exit Button :
CC will add exit buttons to each game

Save Game:
CC will add a "save" after game completion.

Map Pieces map pieces will be obtained after completion of the 3 games. Order of map reward no connection to which game played
  • Matt will mock up an interface that has 3 map pieces that CC can control w/ Director.
Other Music:
  • Matt will go through the latest list with Gerritt and we will make a final list of missing music we need. Again 1 week should be more than sufficient.
  • Matt & Gerrit –review and come up with final list of background music needed for next week July 2
These section will no longer need separate music but will use theme loop short version of opening music that Bob will create:
  • Will main menu be using the loop game theme?
  • Beach scenes
  • avatar music
  • Save your game -
List of other background music:
MAIN MENU, AVATAR SELECTION – Bob is creating loop version from game theme
Generic piratical music, like in a pub, but muted.

BELOW DECKS
Somewhat mysterious, dark. Will have creaks and groans from the ship overlaid.

ABOVE DECKS
Jolly piping? Will have creaks from ship, waves, and gulls overlaid.

BEACH, CROSSROADS
Happy, jolly tune, overlaid with beach sounds.

TEMPLE COURTYARD & ENTRANCE TO GHOST CAVE – LIKE THE BEACH MUSIC BUT SLIGHLY SUBDUED VERSION
Darker version of the beach theme.

GHOST CAVE - Players will need at least 15 minutes on questions
Spooky, haunting, ethereal music.

HERMIT CLIFFTOP
Jolly, maybe even a little goofy. Sounds of wind whistling overlaid.

POWDERMONKEY FINISH
Victorious melody for end scene.

EXPERIMENT ANNEX
Mysterious, exploratory. Quiet.

EXPERIMENT START
Military drumming, lead-up to action.

EXPERIMENT
Military action.

OVERNIGHT SCENE
Somber, quiet, tense.

END OF EXPERIMENT
Strength and resolve.

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