So, we're halfway through week six and we seem to be right on schedule. We've had it drilled into us all through University that games never stay on schedule and to stifle ambitions is a sacrifice for the greater good. Fortunately our ambitions remain unstifled, we have loads of solid foundations for expanded development and the gameplay is feeling like it will work nicely. By the end of this week we should have a completed game.
All three levels have now been built, with the first level now fully optimised and tested. All puzzle elements have been developed and can be assigned by the designers' in the level editor. Animations, physics, movement, camera, culling, and just about everything (except parallax integration, that's due for the end of the day) has been fully implemented for the core gameplay.
We have a weekly video blog that still needs editing but we'll upload it shortly, consisting of video footage of gameplay, workflow and the bespoke tools designed for the game.
The next three weeks are probably going to be the most vital in terms of honing gameplay, tweaking levels and making a game that's fun and instantly accessible. We're all really looking forward to the end result and we'll keep you posted on this blog in the weeks to come.
In the meantime here's a couple of screens:
An updated boat design:
The happy level in the editor:
The sad level in the editor: