Trapped GOLD-Production blog 6


Hello everyone and welcome to the sixth 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. This is one of the higher performing sprints we've had and with that comes some very exciting new additions for the game. This time around, we are starting to film the trailer for the game as well so there are a bunch of exciting things going on that I would love to share. 

First, we gotta take a look at the overall efficiency of the team with our burndown chart statistics!


Total # of Points this sprint: 101

Total # of Points moved to verify: 70

Total # of Points remain in to verify: 0

Total # of Points moved in to complete: 70

Total # of Points assigned but not moved: 31


As I said before, this sprint is was a high performing one, our second most high performing one actually. 70 points means every person was able to complete a lot of amazing work for the game within these past two weeks and I can't wait to show it off below. The team dynamic is strong and everyone has trust in everyone to make amazing work. 

First we take a look at our programming department. Up now is Josh Knapp, our character and game systems engineer.

And here it is! This is the augment system in full effect. Well, its still being tested but Josh did an amazing job on this system. Now, the player will be able to have bonus assets during their run that drastically improves gameplay. 

Next we have our game systems and aesthetics engineer, Tristin Rond. 

New spawner + particle.

Skill icons are implemented.

Watching  Tristin grow in this class has been awesome, he's been at the ready with everything we need from him and words can't describe how quickly he has really grabbed a hold of the project and made it his own.  Huge shoutout to Tristin for the amazing work.

Next, we have our third systems programmer, Trevor Davis.


Graphics settings and windowed mode.

Augment notification system.

Trevor has been a huge help on the team as well and can pick up anything we give to him which has been great to watch. Much like Tristin and Josh, Trevor's skills over the span of the project have been getting better and better. Trevor is able to complete work like it's nothing. Awesome to see!

Next, we have our level design department. 

First up, Xander Johns.

Mountain Spire map.

Swamp map fog.

Ice map redesign.

Xander is always a powerhouse when it comes to completing the levels and VFX we need to enhance the scenes. Huge shoutout to Xander for always making it happen in his own way.  These levels look incredible and they are super fun to run around in.

Next up we have Conner Howard, our other level designer.

Buried Temple assets.

Lost city skybox.

Conner has been having a bit of a tough time outside of class so the work completed for the game is extra valuable. Conner has always been a solid performer for the team but I would love to see some extra effort going into the last week of school so we can really finish strong. Overall great work and an amazing addition to the team.

Next department is art and animation, this one is super exciting. 

First, Alex Miller, our amazing 2D artist and animator that's responsible for our character concepts and now, animations!

Croc idle

Croc run

Croc Jump

Croc attack

I  mean just look at these animations! They are incredible and a major shout out goes to Alex for having such a distinct animation style. These look great. Alex has always understood the vision of the game from day one and has been on top of it with every task given. Amazing work!

Next we have our other talented 2D artist/animator, Andrew Sloan!

The skill icons look great!


These icons really give a pop to the player to let them know that their skills are correlated with the character. I really like the design of these because you can clearly see or picture what the skill will do after purchasing it. Andrew has been a huge help in the project due to the fact that you need to nail down art and aesthetics quick for the project to have a clear vision. Thank you for all you do Andrew!

Next, we have our modeling department. 

First, Deniz Camat, our character modeler. 

Commando Boss

Commando Boss 2

Rogue bot character.

Meteor

Wall-e bot!

Buried temple extra assets

Deniz has seriously picked up the pace at this portion in development and we can't thank him enough. Within just a few sprints, Deniz was able to make a turn around and pump out some of the most amazing models we've seen so far. Huge shoutout!

Next, we have our environmental asset creator, Mark Hudson.

Mining Saw

Egyptian Pots/ Vases

Barbed spires.

Cacti

Mark has also done a complete turn around within development and has come back in full force! Around sprint 3 Mark sort of snapped out of it and was able to produce some of the most fun and crucial assets we've needed for the maps to be completed. Overall, Mark has definitely showed that he is ready to be an overachieving member of the team. We appreciate it! Thanks again Mark great job.

Overall this sprint, we were able to get in some important puzzle pieces for the bigger picture of the game and we could not be happier. We are anxiously awaiting next sprint where we can take a big look at everything we were able to do for the project and appreciate all the amazing work. 

Till next time!

- Trapped Studios

Files

Trapped 1.5.zip 179 MB
Apr 27, 2021

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