This week was dedicated to prototyping , have been working on animations in game , thinking about items placement and trying to develop a "get the feel" prototype , will attach some GIFs soon !
Another busy week. Been thinking about behaviours for our first boss and will work on them very soon. Now with a brand new design for the scene, from our artist.
This week was the MOJO and it went... well, not that good actually. Time wasn't on our side, but to be honest neither was good time keeping or organization in general. The mistakes and bad work management didn't start this week, so a nightmare snowball formed and we got rolled over. Our final was pretty but had barely had any gameplay, so it was really unfinished. I really felt we had a nice concept and we didn't fulfill half of the things we compromised. The times we set our priorities wrong really hurt us days after, with we needing more time to do more with our bosses and character. We had very very basic routines so our bosses attacked like basic enemies. Weren't even animated. Also, our character still needed some polish and lacked the potential we conceptualized. The level design was super simplistic, and didn't bring much of a dynamic to the game. Even the skill tree felt weak, and something so basic shouldn't be in that state. At the MOJO we had some ...
We've almost finished mounting the levels and polishing their behaviours, there's only some work needed in the skill the animations and we are good to go! I'll post 27 or 28 for some more relevant updates
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