Trapped GOLD-Production blog 2


Hello everyone and welcome to the second sprint review of Trapped GOLD. My name is Dylan Levy-Gantt and as stated before, I am the producer on this game where I oversee all development milestones and feature development for the game! This sprint was another foundational one that focuses on key feature development that we need to have the game in a state that we can ship at. Unfortunately we fell a tad behind this time around and have made changes to the backlog that correct our trajectory for development. Our modeling department has taken longer than expected to get out some of their assets but I believe that if we keep hustling and offering help in any way we can, we should be able to catch back up within the next sprint or so. 

This sprint has us sitting at around a 57 point completion and this is down from our 66 point completion from last sprint so like I said before, we have fallen behind in regards to productivity but

That being said, let's hop into the amazing work that our team has produced this sprint so we can show off what we've been up to! 

First we have programming with Josh Knapp!


X Laser Hazard - Rotating laser that damages the player.


Sand Pit Hazard - Slows the player and kills if not careful.


Mines Hazard - Explosives that knock the player away.

Ice Floor - Changes player movement.


Spike Vines - Damage the player if touching.


Lightning Bolt - Shocks the player in spot.


Meteors - Damages player if struck.

Cinematic Opening 

Bullet Trail Damage Tick

Josh absolutely killed the game yet again completing around 20 points this sprint completely outperforming anything I've ever seen in the  major. We always have work for Josh and he always completes it so this is awesome to see and now we have functioning hazards that inhibit the main character so they will have an even harder time to complete the level. Overall great work from Josh and consistently excellent workflow and efficiency. Josh is a killer for sure!

Next up we have our second programmer, Tristin Rond

Riot shield enemy functionality.

Riot shield enemy attack.

Tristin started a little slow in this development of the game but quickly picked it up and after asking a bunch of functionality questions to the other programmers and Zach, our designer. Tristin is absolutely doing an excellent job with the enemy functionality and is our main guy for how the enemies interact with the player. Tristin is always dedicated and focused on iterating his enemies so if another solution comes up that makes the whole code better, he quickly hops on that train and remakes it in a more efficient way. Overall awesome stuff.

Next we have our third programmer, Trevor Davis!

Pause Menu functionality.


Fuel Cell Trail.

Character select screen functionality.

Trevor has been our main UI and game systems functionality that connects the dots and hooks up UI for the game. This sprint Trevor did an awesome job creating the pause menu and character selection menu that will make it all the way into the final game shipment. Trevor does a great job showing progress photos and giving us updates throughout this development and it helps a ton with seeing the direction of the game. Trevor has improved a lot since the beginning of the production and he fully understands what kind of game we are going for. Zach does need to offer criticism here and there because there might be something out of place but Trevor takes it into account and changes all things that need it.

Next we have level design with Xander Johns!

Ice map blockout 

Mountain Spire blockout

Annotation for the swamp map.

Xander does an excellent job staying on top of his work and it really shows in this production. I've worked with Xander before and he has always been on top of his tasks no matter what is assigned. Overall awesome work and I can't wait to see the progress once we get models in to the mix. Thanks for all the hard work Xan man!

Next we have our second level designer, Conner Howard.

Meteor Map annotation

Meteor Map blockout

Conner has been an excellent level designer and always asks questions when necessary. Conner is a touch behind by just one point behind Xander so I would like to see an improvement in that area but overall there haven't been any issues with this department and I love to see the progress every time it comes up. Excellent work!

Next department is 2D ART with Alex Miller!

Poison Beast Concept

Main Gunner Concept 

Alex has also been killing the game I mean come on look at these concepts. These should be put in a museum of modern art. Alex from day one is an excellent example of someone who uses this class for what it's used for. One big portfolio piece. Alex has taken this project serious from the start and it shows in the work entirely. Thank you so much to people like Alex that work with passion and with energy to see the project through to the end. Awesome work!

Next we have our second artist, Andrew Sloan

Riot Shield Enemy

Portal Concepts

Andrew has also been an amazing worker for the project, asking design questions and clarifying cards whenever he can to ensure he's making the right moves. Andrew is always dedicated and on top of his tasks so we never have to go to him to make sure he's on it which is a huge relief for us because we get to focus on more design and logistical aspects of the game. 

Lastly we have our modeling department with Deniz Camat!

X Laser

This is the department that fell behind a lot and it's sort of for unknown reasons. Unfortunately most of the team is unfamiliar with Trello and needed a brush up before we started development. There were some communication errors in that everything we assign in that sprint we expect to see done within that sprint. This is where modeling kind of fell apart. There were assumptions that models could be assigned one sprint and be done the next one which simply isn't the case with the class. We expect modeling to come back in full force this upcoming sprint and make up for the lost time, otherwise it's time to start cutting.

Thank you all for tuning into Sprint Blog 2 and we can't wait to see the progress coming up in the next sprint! 

Team Trapped signing out!

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