Trapped GOLD-Production blog 3
Hello everyone and welcome to the third installment of the production cycle blog with your favorite producer, me! Dylan Levy-Gantt. It has been awesome to see every everyone's progress on the game and we were able to get in an extra week break to blow off some steam and relax. This was nice for the team, however, Zach and I were able to put our heads together and prepare for the upcoming sprint with everything we need. Without further ado, I would like to show off the amazing work our team did this sprint. Thank you and here we go!
First up we have our burndown chart that shows our agile trajectory.
As you can see, this sprint was our best performing one. This is 14 points more than last sprint which is an amazing point to be at. I hope this trajectory continues throughout the semester but given our awkward break schedule we sort of lost 2 days of possible work. What helped us succeed this time was our amazing work ethic and people who recognized that they were a bit behind and they picked up the pace.
First discipline I would like to show off is our amazing programming team.
The following work is from our game systems programmer, Josh Knapp.
Fall off damage.
Distance scaling damage.
Turret update.
Shock path hazard
Josh did awesome this sprint but he fell a tad behind what he usually does which is okay. I would love to see Josh pick up the pace and come back with full force because those first two sprints were amazing to watch.
Next we have our game enemy programmer, Tristin Rond.
Shield enemy.
Stealth generator.
Random enemy pattern fix.
Enemies can shoot up and down.
Tristin did an awesome job this sprint with our enemies and has been seriously improving his coding game. I love the direction he's going and can't wait to see more from him.
Next, we have Trevor Davis, our other game systems engineer.
Trevor was hard at work on our skill tree that we will show the player after they die so they can acquire bonus stats and boost gameplay. Trevor has also picked up the slack a bit because in the beginning he was struggling. I think he finally understands the game core and the work requirements we need from him to ensure a productive cycle. Awesome work.
Next discipline is our level designers who got to work this sprint finishing up the levels we have planned.
First we have Xander Johns, an awesome level designer.
Swamp map blockout.
Swamp map lighting.
Ocean map skybox and lighting.
Ice map skybox and lighting.
Xander has been a powerhouse with us and absolutely kills everything we give him so I can't thank him enough. Can't wait to see what maps he can build us down the line.
Next we have our second level designer, Conner Howard.
Sunken Temple Annotation
Sunken Temple block out.
Conner has been amazing as well this development cycle, having a huge hand in the progress of the game. Great work!
Next discipline we have is Art/Animation
First we have our super talented artist, Alex Miller.
Croc Icon
Robot Icon
Main Gunner Icon
Robot Concept.
Alex has been awesome as always. The work speaks for itself here. Without Alex, we wouldn't be able to create such amazing models based on the concepts provided. Huge shoutout to Alex and I can't wait to see the upcoming work!
Next artist we have is our equally as talented Andrew Sloan!
Andrew was able to get in our main title image so we all have the tone of the game under control.
Prison Guard concept.
Andrew has been a strong pillar of the team as much as anyone else. The work he puts on display for everyone is awesome and the upcoming work for him is the ability and talent icons we need. Great work!
Next discipline we have is modeling!
First we have Mark Hudson, who definitely picked up the pace from last sprint.
Rubble
Lost city walls.
Lost city floors.
Lost city pillars.
Ocean assets.
Swamp assets.
Mark has seriously picked up the pace from last sprint when he didn't really have any assets for us. I super appreciate the upkeep in productivity and hope he continues throughout the development.
Next we have our other talented modeler, Deniz Camat.
Patrol soldier model.
Gun model
Teleporter.
Our first character model, the croc.
Deniz seriously picked it up this sprint and I have to show appreciation. Awesome work and looking forward to furthering development.
And that's all we have today! Thank you everyone who did amazing work this sprint we can't make this game without you guys. Huge shout out to the team for raising the bar on productivity and for pushing past it. From Trapped studios this is Dylan signing off for now.
Thanks!
Get Trapped
Trapped
Escaping from the past
Status | In development |
Author | CAGD |
Genre | Action, Survival |
Tags | Character Customization, Fast-Paced, rougelike, Sci-fi, Singleplayer, Third-Person Shooter |
Languages | English |
More posts
- Design Postmortem- TrappedMay 23, 2021
- Trapped GOLD-Production blog 7 PostmortemMay 19, 2021
- Design Dev Log 6 - TrappedMay 06, 2021
- Trapped GOLD-Production blog 6May 05, 2021
- Design Dev Log 5 - TrappedApr 22, 2021
- Trapped GOLD-Production blog 5Apr 21, 2021
- Trapped GOLD-Design blog 4Apr 08, 2021
- Trapped GOLD- Production blog 4Apr 07, 2021
- Trapped GOLD-Design blog 3Mar 25, 2021
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