Design Dev Log 5 - Trapped



Lots of excellent Hard work this Sprint…

This sprint came out huge. The whole team came out, completing tons of points and cards. Very happy and excited about this kind of progress. Work like this will push us through the end of the semester and make our game that much better.

Sprint 5:

Starting with our art and animation team, we got this excellent credits page out of Alex. It’s crazy to see this come out with all the names of the people who have worked on this game. We have come over the last couple of semesters, and I’m getting more and more excited about the final product every day. 

Alex was also able to support us with another two animations for our enemies. They came out fantastic. Alex has an excellent eye for animation; the character’s movement looks highly fluid and natural, helping us add more player feedback and polish to our game.

Andrew also came through and finished up with our Skill tree icons for our poison beast and the main character. These icons were a lot of tedious artwork, and I am thankful for the hard work he has put in. Every one of our characters’ skill trees can be replaced with pictures representing the skills instead of blue squats with numbers.

 

For 3D art, Mark came out swinging with a ton of assets. I’m excited to start seeing our maps come together. We now can move forward with building the spires map and the frosted peaks map; both I cant wait to see come out of the blockout form.

 

Deniz also Came to play and created TWO characters in one sprint. Both came out phenomenally and fit perfectly into our world. Deniz should be proud of his work. Both the characters and their weapons are exactly what I wanted these characters to be. The Warden character matches the enemies, and it fits her story.

 

Moving on to our level designers, they both ended up spending some time setting up their levels for a programmer to come in later and set up a system for chest spawning. On top of that, Xander came through with some incredible particle effects. Very excited to see this because our game is in some desperate need of polish. These effects will help when we go to put the finishing touches on our maps. 

Conner also put together a skybox for his lost temple map and the unity terrain for the desert valley.

For programming, Tristin completed so much work. First, he set up the different difficulty settings. Then he set up the crock skill tree. Then after that, he set up all the animation states and animations for the enemies. Lots of work coming out from him this sprint; I would probably say that he is the MVP of this sprint by a mile.

   

Trevor got our achievement system set up, which gives us another thing to help keep the player engaged in our game. This system includes an achievement page and a notification system that shows you the achievement you just got while playing the game. He also set up a way to change the game settings so our players have more control over how the game runs on their computer.

Josh spent some time finishing up the basics of our last feature. This augment system allows you to pick up unique items from chests to boost the player’s stats. He finished programming all the augment types and has a UI element that displays them on the screen.

Overall I am super excited with how this sprint went. We got so much work done, way more than I expected. I am very proud of my team, and our product is coming together. We only have two more sprints left which are crazy because it feels like we just started the semester yesterday. Once again, thank you to my team for the excellent work; keep at it; we are almost there.

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