TBA Games is formed! Assigned roles, created preliminary documentation, and completed development of a functional demo.
TBA Games has moved forward with development and laid the foundation for two enemy types as well as levels. The GDD and initial Scrum presentation are coming along very well and the team is narrowing the story direction to parallel the intended art style.
TBA Games chose to elect Adam as our creative director to help push the decision making process along in a smoother fashion. We were able to focus our thoughts on what we hope to accomplish with the gameplay and began to implement those decisions into our two new levels as well as the main character and enemies. We also have Erica currently as our scrum master and she is doing a great job of maintaining well structured documentation/presentations for the team. This weeks scrum has more on the specific workload and the division of work if that is of interest.
In line with last week's decisions, the production side of our team has made strides in creating the necessary components for future development; document structuring, state machine implementation, asset design framework, and level design framework to name a few components. New models for Snatcher were mostly completed, however due to compatibility issues we weren't able to import them for the Pre-Alpha build to leave time for playtesting. Otherwise the development of the build has also gone smoothly, with good team communication as the backbone for dealing with any hiccups in deliverables. Non-commercial documentation is still a work in progress, given the specialization of the programming and asset creation teams. While this week was more focused on getting the in-game mechanics down with clean code, next week we will focus on implementation and getting the game's artistic look down.
Not much crazy going on this week. Mostly documentation and applying feedback and general quality of life changes to the build. Specifically for the build, we're putting in a tutorial, scaling everything properly to Snatcher, applying a pause menu, and more concrete win and lose conditions. Hit a few roadblocks in development, but we're going to be meeting with someone to consult on the issues.