Another week starts and with it comes new challanges as well as opportunities.
As for today, us Designers sat down and finished our selection of upgrades to bring into the game. Our decisions were made by evaluating each augments strengths and weaknesses before then picking out those with good scores but also that fit into sub-catagories. These sub-catagories were based on the abilities and stats in the game, with us making sure as few of the chosen upgrades as possible are similar to one another. Also, we wanted to try and have the augments synergize with one another to some extent.
As well as that, we have been doing some minor playtesting to see what our current gameplay looks like and what may need fixing. So far the game feels responsive with some minor issues, but those are to be resolved sometime tomorrow according to the programmer who’s on the job of fixing that.
The artists have continued their work on the enemy types and weapon models, so that we can eventually get them animated and into the game. The level artists have also worked diligently to get the rooms ready for texturing as well as ready for playtesting.
Programmers meanwhile have been fixing bugs, continued to build upon the AI and player movement scripts as well as sacrificed a goat or two.
But with that ends the first day of week four, with this coming Friday being a day of. This resulting in us getting less time to work on the game, but we will make the most of it. Ahead of us is a lot of playtesting now that the prototype is almost up and running as intended.