DEVLOG 03


Weekly Update

This week team A-Mortal focused on reflecting on our design proposal through an exercise and created our schedule for development. Through reflecting, the team has come to an understanding of pain points and areas that we excelled in. The schedule has allowed us to comprehend the amount of work needed for the project and what each discipline must accomplish each week.

Proposal Post-Mortem

After our original pitch didn't do so well, we decided that we needed to make up for the poor job we did on the first team assignment.

So with this project we made the extra effort to meet for a couple days during reading week to start chipping away at the creative brief and GDD. We had ended knocking off a good 80-90% of the assignment before entering our design week. Thanks to some extra time spent working instead of relaxing we made some crazy progress and we are cleared for the next steps of our game's development.

Sailboat Exercise

 

Through this exercise the team was able to give feedback and shoutouts to each other regarding our overall performance and process leading up to the presentation.

The exercise includes five sections:

  • What propelled us?
  • What felt good?
  • What is the end goal?
  • What held us back?
  • What are future risks?

By the end of the exercise we were able to narrow each section down to a couple of points in order to get a glimpse of how each team member felt and is feeling moving forward

Some of our findings include:

  • We feel good about getting work done early because it creates less stress come the deadline
  • We were propelled because of our collective contributions and work ethics
  • We were held back because of sickness and conflicting schedules
  • We are wary of over scoping in the future
  • As an end goal we want to use this project as a portfolio piece

Schedule

This week during development our team ran into some troubles trying to find meeting times outside of class. During class we were able to get a solid start on the schedule for the next assignment.

On the right we have finished the first half of the semesters schedule. We know where we want to lead in terms of art and programming. We understand that this is like an "if" we made the game, how would 14 weeks look like, and we believe we were able to capture just about every aspect of our game into the first seven weeks.

Going forward we are still looking to get some progress into the proof of concept. We are thinking that the ideas we want to capture in our game is the gradual increase in controls. So we want to focus on having the player reach these memory points and having the next ability or skill available. We also want to focus on having those scenes switch over so that the player is able to play in maybe not a new time era just yet but at least show the player is transferred to a new screen where the era will take place.


Milestones

On the right side of our schedule we have included space for milestones. As of right now we are not sure of the assignments or tasks we will have to do in the but we wanted to make some mock milestones in order to get a feel for the overall flow of the project.

  • Some of these milestones may include:
  • Fully functional and gray boxed level
  • Completion of first pass art
  • Completion of themed tile sets and art
  • Completion of near shippable build

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