*The linked file at the end of this post is the current design document, detailing things like game-play mechanics, structure and story of the in-game world, character interaction, etc. It is very much liable to change.
It's amazing is how fast this much was generated, in only two hyperactive/manic meetings. Anyone who frequently attends GameDev can attest to the fact that we normally spend our time goofing off, so when we sat down and started hammering out details for the game, at the end of the day, we found ourselves fairly surprised.
Now there's barely any distinction between the Primary and Secondary Story designers, with the exception that the Primaries simply try to sort through the endless mountain of suggestions supplied by the Secondaries, and keep the game from sounding overly cliched. Everyone has contributed at least a little bit to the story, as well as to how the game should play out.
It's obvious that we as a club will not be reaching my initially proposed goal of four mini-games, nor will we finish this one game by the end of the semester, but as long as everyone has fun, and learns how to grow and organize ideas that can later be transformed into a game, then I'm happy. The purpose of the club, by the way, is not strictly the programming of games, but learning how they go from planning to implementation.
The file: game concepts.txt
Now hopefully we can maintain the momentum and also avoid fights over story and direction. If we do that there may be hope for the game yet.
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