Devlog Production Week 3
(Mason Lester -Pixel Artist) So far with the pixel matches with the gameplay style. We'll still be able to add more level designs if needed just so players including us could maybe feel a balance. Mapping the controls was good enough for players to get the feel of the game, especially with rumble on. I've mostly got all the assets done, now it's just platforms and backgrounds for the levels we have planned. The pixel front could use some work to make it more clear for players to see.
(Dylan Avila - Artist) Gameplay with sound, music and health system is operational and improved imagery for the main menu, once there's an option for keyboard users, it can be compatible for both PC/Mac and console controllers. The idea of having Hazards in each level with a level layout is now important for a challenging gameplay without the hassle of jumping to far platforms with no avail. The point system works though it doesn't restarts to zero after retrying the prototype but we have the basic layout of what the gameplay should be and the production is so far good. [Update regarding the keyboard controls] Apparently using the keyboard would mess up the console controls so it won't be reliable for PC/Mac users.
(Victor Guevara - Design) Our team's goal for the last week was to keep working on finalizing our game's gameplay mechanics in preparation for this week's prototype presentation. We were able to produce a playable prototype with three working controllers. Unfortunately, using a mouse and keyboard as a gaming option was an issue that had to be eliminated in order to avoid gamepad complications. Aside from that, our goals for the design part of our game have been met so far. One goal for the design part of our game is to look at the feedback we received during the presentation in class to see what worked and what did not. From here, we must find a solution to any problems, whether it is replacing or fully eliminating a mechanic. As the design producer, I think I was able to work together with our code producer to resolve any issues that came up, whether it was an engine issue or a problem with a mechanic in our game. As always, I will keep in frequent contact with the other members of the group to discuss the current mechanics we have and if we need to adjust anything, especially given the feedback we receive from showing our prototype. I am also aware that I have to complete some art jobs assigned to me by our art producers. Also, I believe that as the final deadline comes closer, I need to start paying closer attention to how much time our group has left to prepare anything. This involves evaluating all of the feedback that we receive and quickly and successfully identifying solutions to any problems.
(Ronny Santana - Code) For the past week my team goal was to have a more playable game so it's something that can be presentable. What's has been achieved is that the players now has HP, they can now die, respawn at the center if they fall down losing 1 hearth and having to collect the coins every time they kill an enemy to increase the level points to advance to the next level. For next week I'll want to implement the weapon drops for our game. In the past week I made the characters have an HUD and a menu scene. Next week I want to add a weapon drop for the players to have different weapons with an specific amount of ammo meaning if the ammo from that weapon goes to 0 they will return back to their first weapon. To accomplish this I will watch some tutorials on youtube or even improvise myself. Me and my team playtest the HUD mostly to see if the player dies and what happens with the score, timer when it reach certain amount. For the timer if it goes to 0 it sends you to game over and it works perfectly, for the score it works well but if the players die they and restart the game they will continue with the same score than before, it's a bug known that we found play testing it and I'll try my best to fix it. I learned that the score was bugged. My play testers were my team members and three classmates. I observe that they really liked the game and most of all the menu screen, I also noticed no one cared about the settings option because they just wanted to know how to play or go straight into the game. I asked the playtesters if they liked the controllers and feel comfortable with those controllers keysticks, they agreed saying it's comfortable from the people that played our game. One of them give us a feedback saying that the coin should come to you if the player gets close to it and I added that now with the upcoming game. I did learn what they like and what not, I will implement more stuff and see their reactions to see if they really enjoy that new feature from our game.
Get Starbound Pixels
Starbound Pixels
Trio multiplayer adventure
Status | Released |
Authors | Lechuga, ronnysantana, Mason L, Dylan Avila |
Genre | Shooter, Action, Adventure |
Tags | Pixel Art |
More posts
- Devlog Production Week 5Nov 21, 2023
- Game Development DocumentNov 18, 2023
- Devlog Production Week 5Nov 15, 2023
- Devlog Production Week 4Nov 07, 2023
- Devlog Production Week 2Oct 24, 2023
- Devlog Production Week 1Oct 17, 2023
Leave a comment
Log in with itch.io to leave a comment.