Producer Log: Sprint 3 Review


Hello everyone, I'm Billy Thao, the Producer for Elementalist. I'm glad to be back to present and talk about the progress of our game and show off the work we done in our Sprint 3! To recap the last Producer Log, Sprint 2 was focused on making the concepts a reality. We dove into developing the core things needed to start building the game to our designers standards and expectations. As for sprint 3, One of the more important aspects that we needed were building the levels and having a set standard as well as transitioning between those levels. We also made sure that the character Abilities and skills were being produced for our character models which was our highest priority. 

This week was an important week because of our 2nd Playtest. We finally had our game built and playing the first iteration of the Ancient Forest World.  Playtests ran great and we had a variety of testers from different groups and backgrounds play.  You can refer to the designer blog for updates and turnouts from the playtest!


Sprint 3 Breakdown

Total # of User Stories Assigned: 85

Total # of User Stories Moved to Verify: 56

Total # of User Stories Remain in To Verify: 0

Total # of user Stories Moved in To Complete: 56

Total # of User Stories remain In Progress: 29


For the Weeks of sprint 3, Our team worked hard continuing the development of Elementalist!

2D Artists

For sprint 3, Our 2D Artists worked on finishing the concepts for our bosses for our game. They took awhile to make as the design aspects of the concept didn't fit exactly what the game designer Dylan wanted.  We also worked on creating more UI sprites for the Player and bosses. The UI we have for the players are simple and allows for the player to quickly see how many key fragments they need to open the boss door.  

This is an example of one of  the concept art for our boss, King Bonanza. 




As for our Modelers, They worked on more environment aspects of the game such as creating grass bundles and flower bundles as well as rope vines. Since our game art revolved around basic blocks for each level and were done prior, Our Modelers were able to work on Enemy models and environment models. We also had one modeler working on the Lost Sands hub world for our level selector. 

This is our Grunt enemy model textured. It is rigged and working in Unity as you will see later in the blog. 

For our level selector, We have hub worlds where plays choose before going into the level and being able to explore. This is the hub world for the Lost Sands World. 


Environment assets for also created during this sprint so we can start decorating and giving players a better feel of the environment and world. We wanted the worlds to become alive and give the players a great sense of immersion.





As for our programmers, They had worked on various things from having players carry their inventories over levels and being able to save for all four players when playing co-op. Another programmer also worked on level transitions where it would smoothly transition between levels seamlessly. We also had one of our programmer focusing on implementing animations for the game as movement and the look and feel of the movements were a big part of our game. Player Attacks and passives for our first character were also completed and working. 


This is the Electric type character's special ability attack which allows the player to dash into enemies for a kill move.


Here is our animations working in Unity! We currently have Idle, Run, Jump, and Hang animations working.


As for our level designers, They all worked on different levels for the different worlds. We currently have designs and base blocks outs of the levels but have not implemented most of them yet. 

Here is an example of a level that shows the vision of the levels for Elementalist.


We are excited to work towards more levels and to have fun and good looking levels for players to explore and enjoy. 

here are a few examples of design blockouts created this sprint. Some levels are combat focused and others are a mixture of platforming and combat.




Level designs are coming underway and We're excited to make them look pretty and have them players test them out to see how it flows and how the gameplay works.

Lastly, The animation department have been hard at work cranking out great animations for the game. their focus was on creating the player animations and having them be implemented. They also work on enemy animations and effects for the animations itself as well as the rigs.

B-tier Rig 


C-tier Owl Enemy Animation


B-Tier Enemy Animation


Dashing Animation


Sliding Animation for the Water Character


2D Animation Effects for the Dashing Animation


Dust Animation when beginning sprinting



Overall, Sprint 3 was a success with the amount of work completed and the quality of work completed. Our goal for this sprint were met and we are moving at a consistent pace with each sprint as we go on. The team has put in the hard work and effort to create something we all can enjoy and we are proud to produce this game for all the players out there. I'm am proud of the team for being great at what they do and what they provide to the team. We're excited to keep sharing and posting updates for you all following along the Development of Elementalist. I'd like to thank you all on behalf of the Elementalist Team and share our upcoming work in progresses with you all.  We appreciate your time following along and supporting us!

Cheers!
- Elemental Studios

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