Week 10: I refined the sell presentation and created the trailer for the game. I then did the last minute touches on the dungeon aesthetics such as adding a textured death plane and implementing proper textures for the character and enemies.
Week 9: I worked on the sell presentation and refined the level design. I primarily focused on enemy interactions as well as incorporating a more visible iterative design of each dungeon. We decided to add more passive obstacles as well such as wind so placing that strategically was something I had to allocate time towards.
Week 8: Again with additional feedback I worked to incorporate some of the new limitations for the abilities and their drawbacks when in use. This was a necessary addition as previously players would just pick one ability to use throughout the entire game with no counter to the strategy.
Week 7: After receiving feedback from our playtests and in class it was apparent there was some confusion in the game loop and a need for more complex challenge variations. I took those notes and worked to improve the challenges in each dungeon to make it more engaging rather than a teaching moment. As a team we also figured out some ways to clarify things like the win conditions and the gameplay loop.
Week 6: I focused on updating the previous dungeons as well as creating the next dungeon. We chose to go with an iterative style and build off of each of the previous dungeons making a similar layout with more complex challenges.
Week 5: This week I worked on developing a second dungeon to go along with the additional abilities we plan on implementing in next weeks build. Moving forward I will most likely be making additional iterations on the dungeons to fit more abilities as we select them.
Week 4: This week I finalized the style for our upper world where the Snatcher will live. I also worked on finalizing the initial tutorial dungeon and began work on an additional dungeon that will include at least 2 new abilities and challenges ideated by Adam and Aaron. Moving forward I will be continuing work on new dungeons and incorporating our personal assets from Sarah.
Week 3: This week I just focused on taking Adam's new ideas about the design/functionality of our levels and implementing them. We now have an upper world where the snatcher will basically live. This will be sort of a playground/staging grounds from which he enters the dungeons to gain abilities and special items. The dungeons below this upper world are an extensions of what is level 1. Once the win condition is met in each dungeon returning to the upper world will at some point allow progression to the next level.
Week 2: Worked alongside our programmers to nail down some of the functionality within the character, enemies, and environment. Produced two levels that somewhat capture our vision for "Snatcher" and will be used to show off our two current enemy/ability types.
Week 1: I attended the initial three meetings as we laid the groundwork for TBA Games and "Snatcher". I set up the website along with Wu and helped review the five-page pre-GDD. Moving forward I will be working on level concepts and possibly some audio.