Our first week into this semester, we were shown what groups we would be put in for this project, what roles we would be assigned to and what games we would have to bring to life.

For this introductory lesson we met as a group for the first time and discussed our roles and our plans for this project. However, our Mechanics Designer Aysa Atalay and our World Designer Joshua Bates weren’t present at the time.
Our Plan
As the project brief stated, we must create a “Vertical Slice” of Lament, essentially a smaller part of the overall game. The way I’d like to think about it is a small demo/ early access version (Similar to when Team Cherry released an early version of Hollow Knight’s Forgotten Crossroads).
After some initial research of Anna’s GDD we decided to cut the games scope by only choosing to develop the ‘Depression Realm’ and ‘Limbo’, the starter area containing the Tree of Sorrow. As only one of the areas will be available during our verticle slice, the player isn’t able to collect enough Terra Souls in order to unlock the other weapons in the game – only the sword will be available to the player.
My Plan
The following is a plan of what I hope to achieve by the end of this project, this plan will change and alter throughout development – removing unnecessary components and adding aspects that were overlooked at the time; or programming tasks that our mechanics designer needs help with.
