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Beta Release

Development Process

This release was set out to be the final release for all mechanics of the game. For the duration of this sprint, the team focused on revising some of the critiques that were given during the previous play-testing session.

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Programming Team

Tasked with resolving some of the prior issues that the game had, the Programming team worked tirelessly to fix some of he bugs. They also took pride in showing off new functions and edits that were created to the whole team.

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Through this print, the team hosted a meeting with the team to re-prioritize some of the tasks that needed to be completed by April 9th. This was helpful with understanding that state o the game, and how other team members could contribute to the project. 

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Narrative Team

This sprint Ethan focused on completing the story for acts 2 & 3. Primarily he focused on writing the narrative as well as adapting it to accommodate new level layouts. Intractable elements were also a large focus of his time, making sure the levels had pertinent dialogue correlated with said interactable elements.​

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Sound Team

Now focusing fully on the Steam Page, Scrum sheet, and Sound, Caleb did light tweaks to the sound interface. After viewing the previous playtesting session, he took notes on what sounds would be needed to fill the gaps in the game. He also noted what sounds could help emphaise certain mechanics, like shield recharge and cool-off, boss firing types, and room wins.

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​Level Design Team

Since the majority of the level design was completed by Chris (with the assistance of Bobby), there wasn't much work to do in terms of Level Design. There were some minor tweaks done to the collisions of the game objects in regards to the player and the enemy, allowing for a smoother and less buggy playing experience.​

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Art Team

Shakir focused on updating the steam store page artwork, and creating the text box for the game. Specifically for the text box, he made sure that quality was emphasized, and that it fit the theme and genre of the game. It shows that even the small things can go far towards the end product.

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Outcomes/Release

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Shifting focus towards more of the smaller things, the team found themselves working through different challenges, like fixing bugs, and redistributing tasks. Concerns about the scope of the project had put them in a tough decision about choosing between their desires for the project, and the unfortunate reality of what could be accomplished. 

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After haing a serious meeting about aspects of the game that need to be cut or worked on, the team once again shifted gears into fixing the small issues that riddled the game. 

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Despite the challenges, the team remains optimistic about the game and what they can accomplish.

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If you want to see images/videos of result here is a link to this release's progress: https://drive.google.com/drive/folders/1I_G30j_DTt3vHlFARSy_uUo5ElOXqGBi?usp=sharing

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