Wednesday, December 12, 2018

Game Project 1: 12/12-2018

Project Name: Experimented (Not yet decided)

Hello!

Today we had a lot to do. Even though we had all artists present, our other programmer called in sick in the morning. Lucky for us, there is not much job left to do for the programmers as of right now anyway, as all of core mechanics are fully implemented in the game. Therefore, we gave our programmer the task of implementing one final mechanic to the game, which we at first thought we would scrap, namely: opening doors.

The programmer worked on implementing the list showing all the items the player is tasked to steal and also making it possible for the player to open doors. He also did some bug fixing, but these fixes was very minor ones as we did not have time do any playtesting today at all.

Early in the morning we had a meeting with all of the artists discussing tasks that needs to be done by friday next week which includes additional props and UI elements, such as menus. Because of this, the artists could work at their usual pace and always had stuff they could do to contribute to the game.

We designers had the most amount of work, unlike any other day during the project, where we have had very few things to do. Because of the modules being inaccurate, the labour of getting a cohesive level was left to the designers, which means us. We divided our workload as following: one was tasked to begin building on the collision level and the other polishing the one that is visible. The latter proved more arduous than we had ever imagined and left us in a tangle. Without the level fully playable, we would face difficulties optimising the game and find bugs in it. The level must both be functional and somewhat cohesive and also pleasing to eye. It is one of our most important things about the game as it will set the overall move, next to the lighting. It was I who was left with this task and soon figured out that I would never be able to right every wrong with the current level. Tomorrow, we will have to make due with the level we got and start the playtesting the level as it is and write out all the guards patrol pattern, so we can finally start playing the game as it was first intended.

I feel tired today, as I worked overtime another 3 hours today,
I feel afraid that our game will end in a complete failure, either thorugh aethetics, or through gameplay. Or even both.
I feel disappointed that the modules turned out the way it did because of misscommunication within the team.

I will however do the best of my ability to make this game a success with the slim amount of time remaining and use it as effectively as humanely possible.

That is all for now, thanks for reading this! Even though it is only text without pictures!

// Samuel

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