Spring Production - Winter 2024 - Dev Log 3


As we enter the final stretch of our given development period, the result of our product is becoming more realized as something that can ideally be fully functional, yet smaller in scope than we had intended. However, I wanted to shout out my team over this past week. Since we lost our lead programmer, I took ownership of in-engine development while my team members focused on art and narrative outside of the engine itself. Last week, I was mostly absent due to visiting GDC, and my team took to familiarizing themselves with the engine to make further progress while I was unavailable. To help them as best as I could, I ensured my code was commented, that objects within Godot's hierarchy came with editor notes for notable specifications, and I laid out instructions to explain how important elements connected. It allowed my teammates to quickly understand how to make edits, and for myself to quickly answer questions as they worked.

As a result, we have a majority of the game's content brought into the game, except for certain desirable aesthetics, and a point-tracking system; a crucial next step to finalize. Our playtests thus far have shown us that our characters resonate well with players, but there is a notable lack of challenge - both in a puzzling sense and a moral one. Therefore, we have our final tasks laid out for us within each department:

- Program a point system that tracks across levels

- Incorporate pleasing art animations and UX

- Continue writing characters with similar approaches, but design narrative for more challenging choices

I am proud and grateful for my team's ability to adapt to challenging circumstances, and I look forward to finalizing this project together!

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