Production Blog 6


Hello, hello! Welcome back to the sixth production blog for Clay Striker! My name is Courtney and to give you a little refresher, let me remind you what Clay Striker is all about. Clay Striker is an on-rails FPS that aims to bring the realism of shotgun sports to the excitement of arcade shooters. Players will be challenged on courses valuing high speed and precision to shoot down all the clay targets and achieve the highest possible score. Our goal for this sprint was to get all of the art assets into the first level. Additionally, we fixed a lot of balancing issues and will continue fixing them in the next few sprints.

Now, let’s get into the work!


Modeling

This sprint we got all of the models done for the game! With all of our models made, our modelers worked exclusively on texturing the final few models this sprint. Jerrod made some awesome-looking models, the scarecrow and rotting pumpkins being my favorites! Michael took on some bigger assets and made a realistic tractor and bright circus tent. 


2D Art

Lily worked on implementing a lot of her 2D images this sprint and created some great images for the cover art, leaderboard, and options menu. Our game is now completely outfitted with all of our 2D images and Lily will be working more on marketing assets next sprint.


Level Design

Patrick did a lot of balancing on his level this sprint. As we decided to stick with only two levels, Patrick worked on balancing the speed, projectile spawn rate, and direction of shooting that the bunkers took. As this is the core of our game, it was extremely important to have this just right. Patrick did great making the game feel fair but challenging.

Programming

Owen worked on adding Pat, our panda mascot and tutorial guide, to the game. He now communicates with the player between stations and tells the player how to play the game. Owen also worked with Lily to help her 2D images get implemented correctly and created an endless level to help with our replayability.


Conclusion

Overall this Sprint we had 51 points assigned and completed a total of 47 of them making our current velocity 39.2 points/sprint. Next sprint, we will finish our game! With the final adjustments to the levels and implementation of art assets, our game will be complete. We’re excited to show you the finished product! The work displayed on this blog was only part of what got completed this sprint and I would like to thank my team for the great work they got done. We hope you’ll stick around for our final postmortem blog and we’re excited to show you the final version of Clay Striker in just a few weeks!

Thank you for reading!


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