Yo!
This week our team went to Made in Mass. We got both praise and feedback from real industry insiders, which was a real privilege. We're still slaving away to get features into the game, so keep your eyes open for bot voices, new weapons and armors, a fully implemented menu system, and more!
Between PAX and Made in Mass, it's been a tough week to get together and work. I wrote up all of the item descriptions for the game, and JT got them in -- but looking back, I'm thinking that the special abilities need clear descriptions, to help new players. I also set up our final report, which outlines our design and development processes, as well as a post-mortem and references and all those goodies. I've also begun planning the props I'll be adding for the environment to fill it out (empty rooms aren't very exciting).
Shane did this stuff.
He insisted that I also mention that he did "a hundred times as many head animations as that", as well as animation alterations and flaming samurai head stuff". So there you have it.
JT added the functionality for the samurai armor ability, along with a makeshift animation that Shane supplied until he can get the flaming head working correctly (it's some tricky nonsense, I tell ya). JT also fixed a ton of bugs. There are always more bugs. He managed to set up a tech demo for Made In Mass, which was great, because it let people try out all the functionality without any multiplayer. He also added some changes I requested for the bow -- bigger arrow hitboxes, faster draw, stuff like that.
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