Monday, September 18th
The team moved seats and started out the GDD. We also held a meeting where we discussed roles and what everyone is doing. Preliminary tasks were distributed and a group name decided. The artists started moodboarding and establishing art direction. I also spent some time sending out LIA applications.
Tuesday, September 19th
I had a meeting with fellow Gameplay Designer Calle where we decided on our core platforming mechanics, the basics for how they work and their implementation priority. I then started clearly defining it in the GDD.
Wednesday, September 20th
Thoroughly explained all GDD mechanics, and applied for more LIA positions. I also cooled down some angst among the team regarding roles and scope.
Thursday, September 21st
I spend a decent amount of time applying for LIA. Defined the Game Loop in the GDD, and started documenting Player Objectives and AI behaviour. I also had a conversation with lead programmer Lukas about creating more work for the programmers, as our need for programming was really low (3D platformers are really not programming heavy). After discussing many potential solutions that didn't seem plausible, we landed on the suggestion of turning the game multiplayer.
Friday, September 22nd
More writing on the AI in the GDD! I also held a meeting with the team where we decided that we should aim for a co-op online multiplayer game!