I've always liked AURORA's music. During our car rides all across Cleveland, I'd often put her music in the background. Awakening was only one of the dozen AURORA songs in my playlist - and I never gave it too much attention until it popped up on the afternoon we came back from visiting the Cleveland Museum of Art. Something in the lyrics caught my eye. "And she's going on a journey / Always walking down the road / And the water is always calling / My little child, please come home / And the stars were brightly shining / Shen she reached out they were gone / And the water started calling / My little child, please come home..." There was something powerful that I couldn't quite place that afternoon, something I think I now have a better understanding as this project comes to its conclusion. Our original intent was never to make a game. In fact, I couldn't really believe that we could achieve that in merely three weeks until our capstone was finished i...
As you can probably see from my last two blogs, our team has been working on the first one-third of the game very intensively during the first two-and-a-half weeks. If fact, we're almost done with the first scene, now just tidying up some loose ends and finding problems to fix. But here's a huge elephant in the room, so let's just address it directly. ... So, yes, we don't have time to finish the entire project during the allotted three-week period. There are simply too many mechanics to code, too many assets to illustrate, and too many storylines to write in such a short time. However, luckily, we found a compromise - we will sacrifice quantity for quality, focusing to make the first stage of our game the best we can make it, and then creating storyboards for the rest. What is a storyboard, you may ask? Well, a storyboard usually looks like this: It's essentially just a series of frames indicating character action, setting, and the plot that happens for a particula...