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
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