We got back the results from our voice-talent auditions last week, and picked out some guys for minor roles in our prototype. When asked to fake a scottish accent, one of our actors put on a flawless Sean Connery impression which floored us all. Now, if we ever do a Dragonheart game, he's all set.
Another big revision of our level prototype got signed off this week, with Greg doing some good concept work on the exterior city street and Dorian reworking the interiors to refine the flow of gameplay.
I spent a good part of this week going over our hypothetical feature set and starting to decide what to cut. This is part of that effort to freeze our design and get into production gear I've mentioned.
This was also the week of the "minutes of gameplay." A minute of gameplay is a short description of what a typical one-minute period of playing our game would be like, which is used to focus your concept of what play is central to the project. We put out a general call to the team for these things this week as part of our finalizing the design spec, and we got a lot of interesting stuff out of it. We also got a lot of stuff which is probably going to fall casualty to those feature cuts I mentioned, which is why I'm not going to put any of those description on this site.
Or let our marketing people see them. -Tim