Today has been a very heavy on discussions, more so than usual.
We started the day off with a meeting with the sound designers regarding what they will be doing during the day as well as giving them feedback on what they had done the day before. We also supplied them with some references as to what direction they should take the sounds and music.
Afterwards we had a short meeting with the programmers regarding some things we hadn’t properly defined in the GDD. These mostly concerned the augments that they had begun implementing and was quickly dealt with.
Then we had a meeting with the Character Art Lead regarding some setbacks that had been made. We had a long discussing regarding how to dilligate the other character artists to make the most out of the various competences they have. Thankfully we managed to get to a solution that should work without us having to cut further content from the game.
With that over, we took a lunch before continuing to playtest the latest build of the game. Most of the programming has been done and now it’s mostly polishing on the AI’s part. There are also a few minor bugs, but all are things that the programmers were already aware of and in the process of fixing.
Most of my time playtesting was spent on trying to get the enemies to a good state, speed wise as well as how far away they should stand from the player. Though the enemies aren’t quite finished, as they still require animations to give better feedback as well as attacks.
Then we got to finally deciding on the last upgrade we should add to the game, as we had put it on hold due to our lead designer being sick.
What ended up getting chosen was the upgrade I created upon specific parameters being required. This upgrade let’s the player stay in combat longer due to enemy attacks being weaker as long as the player continues to attack. We needed more melee focused upgrades, which led me to making this upgrade to make the player want to stay close to the enemies.
That was it for today. It was quite eventful compared to most other days lately and tomorrow we have set out to make individual changes to the variables in the latest prototype. We are going to do this as a means to see what works best based on what each of us come up with.


