This past week was pretty much spent all on our respective Visual Stories project that was due this past Wednesday. Now that it’s out of the way, our team sat down and focused on two major aspects:
1) The scaling of our monster body parts
2) The user stories for our menu systems
Since our game will be on an Android phone, one of the major concerns we had was about how small our monsters were going to be. Considering that we only had a limited amount of visual real estate, it became apparent that the monster designs would not be any bigger than 30x30 pixels when in the pen view. It could even be that our monsters would be 20x20 pixels. The art team’s assignment is to figure out how to make the previous monster body parts fit to a much smaller resolution.
For the programming side, the entire team helped out create user stories on how our future audience would navigate through the menu system. While we had ideas on how the menu system would work, we never really fleshed out how the user work with our system. After about 40 minutes of working on this, we modified our menu system to address the concerns we had.
The following videos showed how we did that.
BVW -- Darwin’s Island -- Meeting: User Stories Part 1
BVW -- Darwin’s Island -- Meeting: User Stories Part 2
BVW -- Darwin’s Island -- Meeting: User Stories Part 3
Tags: darwin's island, inventory, meeting, menu, resolution, scaling, ui, user stories
