Devlog 3: Final prototypes and game design


New Updates!

Hello again! It's time for our weekly update.

This week was much more documentation oriented, so we don't have a lot of concrete progress to show, but we still did some more prototyping and testing. For example, we playtested the prototypes with the map size and player proportions in mind. We decided to use the map that gave us the most freedom of movement and didn't restrict the bounces too much.

The Level

We also expanded the movement options by adding a dash mechanic which gives more freedom to the players. Now you can dash while in the air after jumping to get that little extra distance from the dangerous bullets flying around!


Game Design

During this week we also focused a lot on finishing the game design documents. These documents include the Game Design Model which is a description of all elements that build or effect the game like mechanics, HUD, sound and visual effects or menus. Below you can see some of the areas we wrote down.

We also created the Backlog of tasks for the team that would lead us to the finished game at the end of production. It contains all the tasks we could think of that need to be done so that the game can be called ready. Everything from programming walking to creating sounds for the interface. We then estimated the time it might take us to complete each individual task, and that gave us an idea of how long this development will take. There's definitely a lot of work ahead and our team is ready to plunge into action.

We also finished up the Art Bible that defines the style of our game and makes sure that it stays consistent through the game. The last document we wrote was the Technical Design, which contains all of the technical aspects of the project, from the engine to naming conventions.


Alright, that's it for this week, but stay tuned for more updates in the  upcoming weeks :D

Files

DieOrNot-Prototype-v3.0.zip 189 MB
Mar 20, 2023

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