Production Blog 6
Hello, hello! Welcome back to the sixth production blog for Entoworks! My name is Courtney and to give you a little refresher, let me remind you what Entoworks is all about. Entoworks is a lightweight turn-based strategy and tactics game where players will be challenged to best utilize their team of up to three entogear (robot bugs) to beat the enemy entogear on a variety of unique maps.
Our goal for this sprint was to finish all of the assets for the game and have the game 90% complete with quality-of-life features. We were able to finish just about all of the assets with only a handful left over and have done a ton to make the game easier to play and more fun for the player!
Now, let’s get into the work!
Modeling
This sprint our modelers did an amazing job finishing up all of the final assets for the three biomes in our game, the Grassy Plateaus, the Crystal Caves, and the Abandoned Metalworks. After we downsized our game to the three biomes, we decided to bring some of the assets from the other biomes into these levels to help make them feel more full and lively. Christian did a great job making some beachy seashells, rusty machines, and vibrant grassland plants. Michael, as always, went above and beyond with his Substance Designer textures making custom algae, sand, flat rocks, and carpet weed textures. Kyle always knows exactly what is asked of him and makes on-point grassland plants and mechanical parts. With the animations mostly done this sprint, we even enlisted Jay’s help in making some beautiful Grassy Plateaus assets.
2D Art
A ton was done in the realm of 2D art this sprint. After finishing up the animations for the dragonfly, Daisy concepted and lined some beautiful symbols for the elements in our game. Lily got to work on some required assets for our final submission and made all of the great images you see on our Itch.io page from the banner to the cover image! Jonathan did a phenomenal job making a super detailed and beautiful 2D-level map that we’re excited to use.
Level Design
Our level designers were the unsung heroes of this sprint working mainly on balancing their levels, bug hunting, and balancing the art in their levels with the finished assets as they got finished. They did an incredible job merging multiple biomes into one to make a beach-y Grassy Plateaus, a snowy Crystal Caves, and a molten Abandoned Metalworks.
Programming
The programmers did a great job carrying their weight this sprint. They knew their job was going to be tough this sprint and they all rose to the challenge extremely well. Marco worked on player feedback when it came to combat such as a shader preview showing a projectile’s path. Isaac worked on the unit canvases so that the player knows the stats of the unit they are using and of their opponents. I had a hard time keeping up with Owen as he tore through audio implementation. Christian wrapped the whole thing up in a bow with VFX implementation, level selection mechanics, and all things related to creating the build of the game.
Animation
Our animators did awesome as all of our character animations got finished this sprint. Daisy finished up the dragonfly death animation and Jay finished the defend, death, and idle animations. Jenn worked on rigs for the first time in her career and made some adorable little animations of various vegetation blowing in the wind.
Sound
Patrick, as always, blew through his cards this sprint and worked on button SFX as well as bug testing. This was a huge help and we’re excited to show off his work and more in the next build!
Conclusion
Overall this Sprint we had 241 points assigned and completed a total of 203 of them making our current velocity 146.2 points/sprint. Next sprint, we will finish our game! With the final 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 Entoworks in just a few weeks!
Thank you for reading!
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