Creating the player lobby
We designed a lobby for players to start in when they enter the game. They can begin the game by grabbing the ax near the "Slay" button.
Animating the mushrooms
We began animating the mushrooms to make them feel more alive.
Tuning in to a new station
We created a radio that would play our game's music and relay the dialogue that would helps deliver our games story to the player during the intro.
Making a house a home
We created assets to populate the house in order to make it feel more realistic and lived in to make it feel more like a home our character wants to defend.
Re-establishing our priorities
We went back and analyzed what we need to focus on completing in order to stay on track and make sure we were well within our deadline for finishing the project.
Picking new flavor of font
We played with different font types to use for our title screen text.
Watching out
We worked on creating a wrist watch to serve as a HUD to monitor the status of our character. It serves as a holographic projector to keep tabs on our health and other stats.
Clearing the Air
We worked on the lighting and fog in order to increase the visibility of the environment and mushrooms further down the range.
getting bossy
We  created the "motherspore" to give the mushrooms a leader figure that is the source of the invasion that players must fend off in game.
GOing live
We worked with members of the Improv Club to do voice acting for our radio stations as well as prepping ourselves to have a more functional and playable demo. This was tested at the IRC in order to get feedback we could use to polish the game as we head into Sprint 4.