Ian's Update 10/28/20


This week, we used the feedback we got from play-testing to finish off our whitebox, then started implementing our mechanics and finding art and sound assets. A handful of play-testers felt that our level was a little on the small side, so we added a new puzzle in the middle of the level and fleshed out our memory "scenes" some more. We ended up physically connecting all three memories so they'll feel like they flow together well and even scaled them up so they'll feel more substantial while playing.

The only thing we're worried about now is that we may have over-scoped our game and need to scale back down in the future. Fortunately, the way our level is broken into multiple different puzzle sections should make that easier, since we could be able to scope down by reusing puzzles across sections to reduce the number of unique mechanics we'll need to implement. We're optimistic that we won't need to do so, however, since all of the puzzles really rely on the same mechanics, and we've already made some pretty big strides in implementing the telekinesis mechanic this week.

As far as the artwork goes, we discussed the visual appearance we wanted for the main interior scene and the exterior memories and decided that we're going for a grittier-feeling interior and a more futuristic, sleek style for the city outside. I was able to find a fair amount of assets for the city and a handful for the interior, but the interior assets may need some modifications to have that gritty feeling. I was even able to find a pretty good amount of assets for objects that the player can pick up and throw that match our desired style--so I'm feeling pretty good about our progress on that front. I started replacing our whiteboxing, but that's going to be a much bigger task I feel, so we'll need to make sure we pace ourselves.

Get GRVTY

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