26 March 2012

Organizing to Conquer -- Week Ending 24 Mar

Though little visible progress has been made on the game over the past few weeks (Spring Break, GDC, and a few other delays are at least in part to blame), we've actually nailed down a lot of planning, team structuring, and optimizing of our existing game code. In addition, we have an updated Dodo model in the game, so kudos to our art team for the concept progress and continuing implementation of assets!

From a design standpoint, several features have also been more clearly defined, and the team seems to have the same vision of what the game can and should be. We've put into action our customized Agile development process in which every sprint will end with a new build of the game. This way, each week will result in more and more features of our target alpha design being playable. With this methodology, we can efficiently and effectively scale the design to something that's realistic as we work through the coming weeks.

Speaking of design, we've also got several potential level designs sketched out and in the modeling process. Thus begins our quest to find great layouts for chaining traps and machines together and to generate some truly devious Dodo destruction!

- Troy

10 March 2012

Forward March! -- Week Ending 3 Mar

Whoa, double meaning to the title of this post (maybe even a triple meaning!).

Pre-production is in full swing! Everyone's ideas have been collected and communicated (not to suggest that inspiration won't hit us with more along the way), backlogs have been formulated, and a release backlog for our alpha version of Last March of the Dodos has been settled upon by the product owner and the team.


Though official development is scheduled to begin in a couple of weeks (GDC is next week, and Spring Break is the week following), several of the team members have gotten a head start on nailing the process. Particularly, Derek, Kamron, and Felix have been hard at work selecting the appropriate development engine and plug-ins necessary to make our game design come to life. At the moment, Unity Pro with the A* AI path-finding plugin looks like the winner (what we were using in the prototyope, but a more robust version). Coupled with the art skills that run rampant in the team, we can't wait to see what our talented group can produce over the next two months!

- Troy