We changed our sprint from time based to milestone based. Milestones are small - like "draft of cemetery location" next one is "get and implement feedback for cemetery". It's because we didn't have enough time to finish our tasks in two weeks. This change helps us to focus on a subject and don;t be stressed it;s past deadline. We know that we are doing our best, and scrum should be elastic tool right?
Working on screenplay. Feedbacking and tweakingWe worked on screenplay in google docs. First version was only for our team. I had edditing rights as moderator, rest had commenting rights. We commented - ideas to add, tweaks, references, wtf moments etc.
The awesome things is schema menu in google docs, which allowed as to jump in parts of game.
Next version was shared with selected group of people: gamedevs, writers, players. We got large amout of comments about unclear parts of the story, ideas, poor moments, wow moments(!) etc.
We worked for a month to redesign the story using recieved comments to end up with the final version of the screenplay.
Screenplay was divided into locations / mechanics / enemies / gamedesign elements and we started to work!
Hacking and PlanningTo track out progress of tasks and project we used HacknPlan. Its great app that have more awesome functionality every update!
Location cemeteryWe started to work with easy location for a start - cemetery. Got tons of references on pinterest - best refs were selected and gathered into one slide.
I started with designing the cemetery area in Unreal 4 whiteboxing the cemetary location.
After designing ‘critical’ path I started to add placeholder meshes to get cementery feling.
Here are shoots with references.
After I finished the location I made build and gave it to the team to get feedback.
Good idea for a feedback was creating a document where everyone can place a screenshoot and add comment to it (it also removes duplicationg comments and shoots because you see what someone already posted).
We have few problems with understanding what some whitebox elements are :D like here:
But after adding some references for the idea everything was cleared out.
Also we had some awesome actions when after looking at location our CA had awesome ideas to merge some locations:
What were our thoughts after making the firs location and feedbacking it (some were removed here)?- Remove 40% of the cementery - it’s to long. Better will be to create more intence and well made location.
- RDetailed (using placeholder meshes) whiteboxing gives better feeling than only boxed space. Every place on the drafts needs to have evenly placed meshes to remove feeling of emptyness and mislead ( what I am looking at? )
- References!
- RNeed concepts for unique statues and location with obelysk in church ruins
Thanks for reading!