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Week 6 Team Assessment

This week, our team focused on redefining the visuals of our game. Therefore, not a lot of progress was made for the actual alpha code deliverable as we had been recuperating and finishing work for other classes. With the intent of changing our visuals, Jameson and Averi drew alternative approaches to drawing assets. These new styles we approached were focused on being more simple and platformer-friendly. The reason for seeking out a new visual style was that we found our current one to be too complicated to recreate for multiple levels. We were also having trouble with keeping the style consistent across different areas of the map, which distracted and detached players from the game. The new styles we are suggesting are more easily recreated and work better for future animations than the prototype's style. In prioritizing visuals and quickly getting it out of the way, we will be able to focus on the functionality and gameplay of Dark Ages, which are the more important aspects of the project. Thus far, we are in the process of re-evaluating our satellite mechanics (ex: tossing) to see if its integration in the final game is necessary or if it resulted in a good dynamic with other mechanics. In the upcoming days, our programming team will continue to code stealth and player-game interactions, while our visuals team will be creating assets and helping the coders import them in Unity properly.

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