Game Project 1: 11/12-2018
Project Name: Experimented (Not yet decided)
Hello!Today, we still worked with one artist short, but since we finally managed to get our level up for polishing, we felt that we had reached an important milestone in our project.
We once again made our artist build the level, focusing on making a rough level design, rather than a detailed and polished one. This is because we designers need the level to playtest in and our artists does indeed have other things on their plates. However, a lot of things was wrong with the level when we got, which by most would consider it too rough. We designers will cover that role and polish our level up as much as possible in order to improve performance and look of it. We only managed to make really minor changes though and we will continue working on this tomorrow.
The programmers have completely ran out of things to do, as most of their tasks today consisted of fixing bugs and implementing mockup menus, UI and animations. These turned out to cause minor to no problem at all and at the end of the day they felt a little lost on what to do. As a consequence (and to our delight), this meant that we had time to add an additional mechanic to our day, which they can work on in the background. Namely, cause doors to open, or even force the player to pick up keycards in order to open doors. They will start working on this tomorrow.
The rest of our artists worked on assets and all assets we have agreed to have made for the game has now been ultimately made with textures and all and are ready to be placed out in our game. We will have a meeting with the artists tomorrow discussing additional things that needs to be made for the game, including additional props. But since we need to place out and see how the current assets looks in the game first, we are not really sure what more we should add before seeing the game as a whole in its final form.
I was in charge of documentation today while my co-designer did playtesting. From now onwards, we designers will have a lot of work to do including making a collision level, refining the current level, playtesting and of course the constant updating of all the documents.
Overall, today was highly productive and made up for yesterday, which was utterly terrible, and it also seems that all members had an unusually high morale. There are still some concern regarding how well our game will fare these upcoming days though and most importantly; if it will be fun to play at all. We are all excited and afraid of the answer to this question. But good or bad, we will soon find out the answer to it.
I worked overtime close to 3 hours today in order to start with the polishing of the final level and also write this blog entry.
That is all for now!
// Samuel
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