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April 1, 2017

This week is the final push. Our feature lock is today and we have met what we set out to do which is pretty cool! Throughout this week we've had some major changes to the game. We decided to cut out the Alfar boss and replace him with a duo boss fight, a Troll and a W...

March 25, 2017

Spring Break has come and gone and now we are in the final weeks of our cycle. This week will be the second to last week before our feature lock, meaning no new systems, mechanics, or any of that can be added after next Friday. We're pretty close to meeting our deadlin...

March 19, 2017

It's Spring Break this week so the team and I were scattered to the wind, but that doesn't mean we weren't productive! Before break started, my team and I met up and discussed all the things we wanted to accomplish over break, I decided to take on prototyping our Progr...

March 10, 2017

This past week was probably the biggest hurdle of our cycle yet. It started out pretty well, the designers met together on Monday and did a read through of our narrative. The narrative and dialogue interactions feel really good and are entertaining to read, I feel like...

March 3, 2017

This week was a bit hectic. It started out with me creating the document for the Progression system. This system is set up to be similar to how Sid Meyer's Civilization games, where as the player discovers new technologies they will advance into "Ages". We will be doin...

February 24, 2017

This week was a whirlwind. We started out on Saturday with a meeting between myself, Riley, Jed, and Gabby where we discussed the customer personality/dialogue system. We ended up simplifying it so that the trust system was the most effective behind the scenes and the...

February 17, 2017

This week started off with us going into crunch time to add some new features and assets for the class presentation on Friday. We should have the rough UI layout in and some new art assets to show off what we've been working on. Personally, I have been figuring out the...

February 11, 2017

This week was mainly about back end work. Programmers worked on creating design tools so when it came time to balance and implement our content the designers could do it efficiently. Narrative designers worked on divvying up the character dialogue, arc quests, and narr...

February 3, 2017

This week continued our plan of laying out the groundwork for the rest of the semester. For us designers, we figured out the boss mechanics for the different variants of our boss archetypes, we filled in the map a bit more with locations for the player to go to and the...

January 27, 2017

This week has mainly been dedicated to figuring out the logistics of meetings and laying out the groundwork for all the tasks we want to accomplish this semester. In the first meeting, I was focusing on creating a new UI/UX design for our Merchant Screen. The brown box...

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