devlog 8 productionSprint 2 week 3 of 3


Land Ahoy! It’s been a long and bumpy ride but we’re finally nearing the end of our epic quest. This Tuesday marks the end of our last production sprint and the beginning of our last 2 weeks of berserk-like polishing.

We made quite the journey to get here and seeing our game in it’s current state is something incredibly satisfying. I think we’ve all had our doubts along the way but being here now makes it all worth it. Semantics aside though, let me tell you about our game.

Let’s get our art progress out of the way so we can delve straight into the gameplay. We created some of the smaller meshes that were still missing, did some UI work, got some lovely Maximo animations going and did a bunch of UI work that we kind of neglected because it wasn’t as fun and exiting as creating 3D models.

But let’s talk gameplay now. We still had quite a bit of stuff planned so we tried to get as much of it to work as we possibly could and being as semi-competent as we are we managed to do a fair bit. No longer will you have to figure the game out on your own as we finally have a parrot explaining it to you.  Also, you will no longer be dropped into the game out of the blue, instead we created a nice little menu screen, mainly because we needed to give the artists stuff to do. Last but not least, through all kinds of math that went way over our silly artists heads, the dev team managed to scale the difficulty and the tutorial in such a way that the game remains playable for any number from 1 to 4 players.

So there you have it, our game after 8 weeks of work. I’m super proud of what we’ve achieved and can’t wait to start polishing the ever-living parrot out of it over the next 2 weeks. If you have any feedback you’d like to share, please don’t hold back, we can take it, I promise.

Files

HighTides_Week11.zip 177 MB
May 01, 2018

Get [Group 10] High Tides

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