hello, me and my friends are developing a game of 3rd person action rpg.
So far we have figured the control schemes and its variety of movesets.
We also have referenced one game, just one game, as a point of start.
Problem now is that, we are thinking of moving towards one particular direction of development.
Whether to collect concept art, make animation proof, or go straight ahead towards gameplay design.
My friend the artist, decided it’d be best to collect concept art since it’ll be comfortable to visualize the mood, character, and the size of the game and its story.
Me as the programmer think it’d be best to design a prototype for playtesting variety of its control schemes, speed and maybe even create database for our state machine.
Both ways has its downsides, in which concept art being very literal so the guesswork rely on aesthetics…
While going to prototyping means we are lacking in assets, which means we may be stuck on mannequin for animations and variety of things…
The goal of this project is of course to create something entertaining, and visually pleasing.
But being our first project, we may need to avoid multiplayer nature and focus on linear storytelling gameplay…
Which then leads us to what it means to be visually pleasing and working in motion : animation.
We are thinking of making a proof animation, a trailer of sorts, and from there we sample viable gameplay attributes, from character speed, collission size, frame rate, maybe even FXes from our flat 2d content, and maybe actually try the rig firsthand in visual. Some sort of point of reference?
But of course, the third way, is very long and too time consuming. It may serve as good marketting content, and we can’t afford the final content to be too different from it.
What do you think is the best solution for indie developer like us?