team meeting notes:
FVO updates
back to 13 eggs
3d nests
no more card cover
eggs are now cards
Escape updates
late on art
booklet 2 is 50% done
booklet 1 is 10% done
illustration briefs are due in the next 2 weeks
Igor on holidays
Today I worked mainly on the Escape, but also FOV as there were some quick changes and decisions that needed to be made. Firstly this week Igor is on holiday, so I am the only person in the office who is working on these games, and we are getting close to the deadlines.
I managed to complete a few more pages of my escape booklet, continuing the story and puzzle.
I also reviewed some art for the FVO tiles, they were good, except for the fact that visually some of the tiles were similar. I was told that this wouldn't be an issue as for the upcoming event, Ludoville, the people won't be playing the game, I countered by saying that if potential clients can't tell that there is a variety of tiles, the game may look stale or even worse, not accessible/easy to understand if they realise afterwards that the tiles are different. You see first impressions matter, especially to potential clients, so having a game where all elements are understood, and people can easily remember the game elements is important. In the end, we managed to find a solution that didn't require to much work for the little time we had to make changes and one that visually distinguished each tile so that people could easily understand that there is a wide range of tile options.
Today's main push is the escape game again, I need to get to the end of the booklet hopefully by the end of the week, mainly so I may start the process of creating a brief for the illustrator. today it was mainly about getting a few more pages completed, the hardest part is making transitions between pages, and making sure that eliminating cards isn't to abrupt.
back to work today, and back onto the escape. I'm realising that I'm running out of pages to eliminate cards, so I plan on ramping up the pace of the game, in a sort of rise to the climax. But I want to make it look natural, so I plan on adding a game in the future that eliminates 2-3 cards at once, but they have to be cards the player has already looked at, in order not to make it look hasty and messy.
I also updated the intro to the quadrant puzzle, by adding in the puzzle elements that get the player to position the quadrant correctly.
you may notice that in some examples I show it's in French and English, this is one of the challenges I'm facing at Bioviva, although I am fluent in speaking, I struggle with spelling, meaning most of my work is done in English, then I take the time to translate it into french, so currently my indesign file of the project can only be played if you can read in both English and french.
by the end of the day, I got around 5 more pages done, and only have 8 cards left in the player's hand, ill probably need to pick the pace up in the game, but for now, I'm happy with the progress and pace to this point in the game.
Today I reviewed an English presentation for the company, our director Jean-Thierry. It had a couple of mistakes so I corrected them while on a call with the marketing director.
Today, there is also more progress with the escape game. I progressed further with some pages, adding more detail to the story, getting rid of cards as the booklet progressed, and adding some puzzles and art to existing pages. I also decided on the order in which the cards will disappear from the game.
the challenge was deciding the order of the cards above, I had to make sure that I didn't eliminate the same types of animals at once, otherwise, the experience would be predictable and stale.