Design Dev Log 6 - Trapped



Last Build to playtest…

This is really crunch time for us, we have walked quite the edge of a knife with development now we got to pull through and finish our game. Playtesting for our game is now over and the only thing we have to release is a final product. With only one sprint left after this, our team feels the crunch and handles it very well. Like the last sprint, our team did an outstanding amount of work and is super happy with the progress.

Sprint #6

We had some excellent work coming out from our art and animation team. By the end of this sprint, both of them will be working on animations for our main characters. Alex has completed a lot of animations and have done such an excellent job with them. All our croc animations are in, and they look fabulous. The beastly croc comes through in these animations running through our maps on all fours.

Andrew finished up all our skill tree icons and did a phenomenal job with them. Each of the abilities represents the upgrades very well. Massive shout out to Andrew because I know how tedious this kind of art can be.

Deniz and Mark killed it on our modeling team again, running through an insane amount of models. By the end of this sprint, we got all the characters that we needed for the game modeled and looking fabulous.  I am thrilled with all these characters and how they turned out; they all do a great job of following the same theme throughout the development cycle.

Mark came through with some fantastic assets for our final map built, the meteor base map. Judging by all the assets we have gotten so far, this map will turn out great—another massive shout out to Mark for putting in the extra hours to get all these assets done.

Our level designers now have all their current maps situated and looking good. Xander spent some extra time creating some fantastic particle effects for our levels. I’m excited to see these particle effects in action as they will bring some much-needed atmospheric effects to bring all these levels together. Xanders final map, the spires, is looking so good with all its finished assets. 

Conner got in his lost city skybox as well as the assets for the desert level. Both maps now look amazing and almost to the final complete state.

Our programmers also got a lot of fantastic work done. Tristin got in a ton of different sounds to help with the player feedback. These sounds were super crucial because we were betraying the player by not giving them enough feedback. Also, Tristin, the mad man, created a model for the teleporters, which we so desperately needed.

Trevor spent a good amount of time on our achievements and a notification system for when the player picked up a chest item. Now the players will know what they picked up and will understand what the augment does for them. He also went through and fixed some minor bugs that were causing some issues in the project.

Josh got the augment chests working correctly, and now you can only carry five augments at once. If a player picks up a 6th augment, it kicks it down the line.

Overall we had another outstanding sprint from all of our team. I know we are all done with this semester and are ready for this development cycle to be over, but our team is still pushing through. Even with only a few more weeks to go, our team feels like it is really up to the challenge. Everyone who is a part of this project should be happy with the work they have completed. 

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