Devlog 5 production sprint 1 week 3 of 3
Seven days have passed and we’re back with another log straight from the captain’s desk. We finally keelhauled the last obstacles we needed to truly claim victory over the monster known as production sprint 1. But bad pirate jokes aside we did manage to push a ton of work this week, and I couldn’t be prouder of our team. So, crewmates, if you’re reading this, … Get back to work!
In last weeks log, I talked a little bit about what our plans were for the rest of our sprint, and I’m happy to say that we managed to complete all of them. Players will now be running around the ship putting out fires that spawn, filling holes made by the enemy, firing the cannons, and will have the chance to kill each other with an oversized harpoon gun and carry each other’s corpses around the ship.
But with all these new features came a ton of work. The artists designed and created a harpoon gun, a texture for the sky, and then a cork and a swordfish because no game is complete without those. After that, they designed/created/rigged our first playable character and the first piece of UI which you’ll see more of in the next sprint.
Meanwhile, the developers managed to enable players to kill one another and respawn, created a way to spawn holes in the ship, implemented the bp’s for all the interactable objects, calculate the damage your ship is receiving and rock the ship on the waves that you’ll be seeing somewhere along the line.
I would talk more about the struggles we went through throughout all this, but really we turned ourselves into a well-oiled machine and got it done. The occasional bug or problem would pop up every once and a while but with some cooperation and the power of friendship, those were easily squashed (for the most part).
If you played our current build, we’d be super excited to hear your feedback. Was there anything you liked or didn’t like at all? Please let us know, I promise we’ll take it well.
On that note, it’s time for me to wrap this up. Right now, we’ll be re-evaluating our progress and priorities and see where we go from here. But wherever that may lead us, you can always expect another build real soon.
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[Group 10] High Tides
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- Devlog: It’s over, it’s done edition.May 22, 2018
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- devlog 8 productionSprint 2 week 3 of 3May 08, 2018
- Devlog 7 production sprint 2 week 2 of 3Apr 25, 2018
- Arrrnother Devlog Week 9Apr 17, 2018
- Devlog4 production sprint 1 week 2 of 3Mar 20, 2018
- devlog 3 production sprint 1 week 1 of 2Mar 14, 2018
- devlog 2 prototyping week 2 of 2Mar 07, 2018
- Devlog 1 prototyping week 1 of 2Feb 27, 2018
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