So this blog has been under posted for the last semester, I will start with this post and go for the usual once-a-week format that was encouraged in the first semester.
This week has been a slight shift, as the team gets back into the workflow after the holiday break. We have decided to release our game multiple times to allow for more polishing and attempts for improvement.
I have been testing the level editor and talking with all three teams so that our design goals are clear and that we have enough tools to make interesting levels. For the Tech team I listed alternate versions of the elements already present in the game, some suggested metrics for tracking when playtesters get a hold of our game, and discussing differing traits for the princesses after princess powers were cut from the development schedule. For Art I have been discussing with the lead what our story should be, and went over in a meeting what environment we are using (A regal castle) and other general guidelines for the game. For Design I set a goal of 5-6 levels by Tuesday from all three of the members.
More soon, I'll be talking about why the mechanics were chosen to reflect feminism.
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