Back again for Week 5’s update! Apologies that, again, this update is a bit late. We’ve been so preoccupied this week with just trying to catch everything up and keep our heads above water that some things got lost. As a result, we also don’t have as much tangible progress this week as we have in the past, but that’s looking like it will be changing next week.
In any case, we started the week finishing up everything necessary for us to run a successful playtest in class on Tuesday. Tuesday we spent most of the day either playtesting or starting work on analyzing the notes and results from the playtest. At this point, the playtest was mostly just for testing essential combat actions like movement and attacking, but we still received some really useful feedback, especially regarding how to improve our future tests. So, a lot of our progress this week has been cleaning things up that had to be pushed to the wayside a bit because of said playtest or cleaning things up that caused problems during the playtest.
On the art side, our artists are continuing to provide us with some really amazing work. We’ve made some changes regarding the priority of different assets because of our scope change last week, but all seems to still be going well. Regardless, you can see all of the art updates below.
Specific Progress:
Art
The Player model with the Player’s side cape
The Player’s bracer model, both uncolored & colored
First iteration of a colored Player model
Rigged player model with temporary running animation
Previous
Next
- Sofia started working on sword concepts.
- Xy continued iterating on the Player’s model, adding a cape and starting on their Bracer.
- Xy also did a first draft of blocking colors on the Player’s model and their bracer.
- Effy finished a first run on the Player model’s rigging.
- Rigging allows us to animate each joint independently.
Development
- John worked on fixing some bugs with our implementation of movement.
- Kyle added some in-game UI to show the game’s controls to any testers.
- Nick finished implementing Player Block and its controls.
- Rudy finished adding temporary animations for running and jumping.
- Trent finished the Analytics system from last week to track data during the playtest.
- John split the states from the Player’s Finite State Machine into multiple files.
- Allows us to work on different states at the same time without causing (as many) problems when we combine our work.
- John also started working on restructuring our Player’s Finite State Machine.
- We found some issues with functionality during the playtest that we wanted to address.
- Kyle, Nick, & Rudy started working on an Improved Playtest Level for our next test.
- Rudy’s starting to work on a new system for loading levels in Unity (the game engine we’re using for development).
Management
- Our first playtest!
- Sprint 2 Review and Retrospective
- Some small updates to our process, but nothing major this time.
Documentation
- Kyle worked on our pitch presentation.
- Kyle started working on updating the Lore Bible according to our new scope.
- Trent started working on updating the Production Section of our Design Doc according to our new scope.
That pretty much wraps everything up for this week. We hope everyone is having a great week, and thanks again for following us!