Another day, another set of struggles to handle.
The day started off fairly calm with us designers talking with the sound designers before going back to playtesting. Most of the sounds we were given today got greenlit and the few that didn’t were getting close. The elevator sounds we got today was more akin to a futuristic elevator rather than an old, raggedy one.
The disolve sound for when an enemy is killed is also getting a lot closer to what we want, after giving them a good reference.
But just before I went to lunch, a recent push to the repository had broken the game. It took the programmers, an artist and a fellow designer with the help from a teacher to fix the problem. Even then the process took a couple of hours, during which us designers tested a previous version of the game.
Turns out one of the values was incorrect when I playtested yesterday in order to get some data, rendering the data invalid. Due to this I spent my morning redoing the tests and writing down the data I got after clearing five runs of the game. Compared to the data I got yesterday, the single value really did a hit on my performance.
After the issue was finally resolved, we finished the day off with testing out the newest build to check if anything was broken or not.
That about wraps up todays work and the end of the project is slowly approaching.