Don't be too scared by the title of the post. Things are rolling steadily forward with Last March of the Dodos. The game is in great shape, and the player can now easily make selections from a clean, focused drop-down inventory to place a wide array of traps in the Dodos' paths (or force the Dodos out of their paths to trigger said traps).
Unfortunately, some of the new functionality of trap chaining has added a bit of extra work to programming the physics of those chain reactions. The engineers are on top of it, but it will take an extra bit of time to get everything in perfectly functioning order. Luckily, we scheduled an extra week of development time strictly for the purpose of overcoming such challenges and debugging everything until it runs smoothly--silky smoothly.
In addition, we've got even more environment, trap, and Dodo modeling completed, as well as a basic map of the menu and gameflow progression. The game marches forward, so check back next week for a new video demo of Last March of the Dodos in action!
- Troy
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