Trapped GOLD-Production blog 5
Hello everyone and welcome to Trapped GOLD sprint 5 review where I, Dylan Levy-Gantt, will share our amazing progress on the game and all it has to offer from these past two weeks! I am the proud producer on the project and am so excited to see the direction of the game. In this review, I will go through each discipline to highlight the amazing work we were able to get in so our amazing team can get the recognition they deserve!
First, I will talk about my job this sprint!
That's right we start off this sprint review with a brand new burn down chart to show our progress. This time around we were able to complete 56 points of tasks and that is a great number to be at! As you can see we did more points than last time and our average is around 60 points. As you can see, we are clearly going to be working up until the deadline and we won't be able to get everything we wanted but that's okay as that's just how development goes.
Without further ado, I would love to share the amazing progress we made from discipline to discipline.
Up first, PROGRAMMING with Josh Knapp!
Double Jump augment
Spike explosion augment
Chest augment slot
Josh is on a great path this production cycle and we know that this augment system will be a great addition when we ship the game. Great job Josh.
Next, we have Tristin Rond.
Ability cooldowns
Difficulty multiplier.
Riot shield enemy animations.
Patrol enemy animations.
Exp orbs.
Words cannot describe the awesome progress Tristin had made this sprint I personally want to give him a huge shout out for being an absolute powerhouse through this whole process.
Next, we have our last programmer Trevor Davis.
Achievements.
New tutorial panels.
Trevor did such a great job this sprint these two pictures do not do it justice. There is so much intricate code that you need to have for achievements to work successfully and Trevor killed it. There was also a call for UI tutorial text that showed the player what's going on around the screen during playthroughs.
Next discipline we have is LEVEL DESIGN with Xander Johns.
Snow particles
Dust particles
Rainfall particle
Xander is always a solid contributor to the team and this sprint is right on target. Xander apparently really likes to do VFX and these particles go a long way when giving a sense of realness and immersion. Awesome stuff.
Next level designer is Conner Howard!
Laser hazards.
Mine hazards.
Meteor hazards.
Conner also has done awesome work getting in the hazards for his levels. This puts us in a great spot with our levels and I can't wait to see them officially get integrated down the line. Great work from our two level designers.
Next we move to our 2D art and animation team!
First up we have Alex Miller with some amazing new art and animations.
Achievement Art icons
Patrol shooting animation
Patrol run animation
Credits screen with EVERYONE who ever worked on the project.
Alex is killing it this time around being able to do anything we give over. Alex is a star on the team and definitely a contact point in the future for animations and art alike. Great progress and amazing work.
Next, our second artist/animator Andrew Sloan!
Croc Skill tree.
Main gunner skill tree.
Andrew is a super talented artist that makes quick work of anything we hand over. These ability and skill tree icons are an amazing part of the game and were so happy to have a talented team of artists on the project. It would not be in this place without them.
Next, we have our awesome modelers.
First, Deniz Camat, our character modeler.
Main gunner character
Main gun
Prison warden
Warden weapon.
I mean come on, look at these models. This is amazing stuff to see from Deniz and we're so glad there was a comeback with the workflow. Last sprint we were only able to get in one model so to see this turn around is awesome. Huge shoutout for this awesome work.
Next, we have our other modeler Mark Hudson on environmental assets.
Ice hazard
Ice formations
Icicles
Mountain Spires
Wooden platform
Wooden crate
Wooden bridge
Like I said about Deniz, Mark has completely stepped it up this sprint and these models show it. This increase in model creation allows so much free room for our level designers to excel and create nice structures. Amazing work
Oh yeah, one more person added to this project this sprint and his name is Eder Ayala!
Big shoutout to Eder for being able to work with us sporadically through the project because without him we wouldn't be where we are. This is the awesome Croc rig that he created for us and we are psyched.
Welp! That's it for this sprint review. We really have picked up the pace from when we fell behind pretty hard earlier in the semester so that's nice to see. From everyone at Trapped Studios, this is Dylan your fearless producer signing off till next time!
See ya!
Trapped
Files
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-Design blog 4Apr 08, 2021
- Trapped GOLD- Production blog 4Apr 07, 2021
- Trapped GOLD-Design blog 3Mar 25, 2021
- Trapped GOLD-Production blog 3Mar 24, 2021
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