As mentioned in the previous blog our current project, Gaze of the Abyss, is moving forward in development. That game is only one of three that the team had prototyped. The other two projects were Knights of Neon, and Battle Beetles. We based our decision on which game was the most viable, feasible, and scalable. Gaze of the Abyss seemed to be the best fit and had the best reception from our peers out of all our prototypes. The success of this prototype can be attributed to the team's communication and cooperation throughout the week, which made that week of production our strongest.
When we first sat down to discuss what game we were going to make next, no one had any ideas they were truly sold on. Our other good ideas had already been made in the form of Knights of Neon and Battle Beetles and we were struggling to come up with something innovative. All we knew is that we wanted to make a scarier game than the others. From there we brainstormed as a group, everyone contributed their ideas on cool horror game ideas. Eventually we started combining the ideas and thought about how they would work together. We took the idea of cooperative play, combined it with a split perspective, an interconnected map, and a dark underwater environment. The group became more excited about the game as we went along and we left with a clear idea of what this game was.
That excitement carried development throughout the week where everyone executed on the idea that the team as a whole had come up with. We spent the week implementing the core systems and testing them to make sure they functioned well and felt good. We were all directed by that vision and consistent communication carried the momentum. What made that prototype a success was the passion we had for the project, the clear vision of what we wanted it to be, and communication to keep that vision consistent.
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