1) What has been recently completed
All: Finished presenting the paper prototype and getting feedback.
2) What each person is currently working on
Christa - Work on code and creating the lane background for the digital prototype. Continue with deciding on power-ups to include in final game.
Jacob - Work on code for the digital prototype - specifically spawning system. Continue with deciding on power-ups to include in final game.
Hannah - Work on assets for the digital prototype and setup player object in the unity scene. Continue with deciding on power-ups to include in final game.
3) What features/ideas or on the backlog are to be done next
- Implementing code for spawning objects
- Searching for good music for the game
- Deciding how to move the assets to the beat of the game
- Deciding the mechanics of enemy movement if we want to add it
4) Analysis of playtesting (probably as a separate page)
No playtesting yet - but we did get feedback on our paper prototype, which included a lot of concerns about our ability to find music and how we would be able to change the game with the music. There was also concern about the length of our game if it was level-based, which is something we will have to be careful about when we create our digital prototype. In our digital prototype we want to explore different enemy types and spawning mechanics if possible. We also want to make sure we have some sort of system of the player moving to a beat so that we are able to test how that feels as soon as possible.
5) Obstacles that are blocking development
Haven't started development in Unity yet - but we are thinking that one of our biggest challenges will be if we include endless mode and how we will implement the random spawning.
6) Reflection on game and process. What is working, what is not working. This represents your work-in-progress
What's working - Everyone seemed to like the idea of our game and seemed to understand what it's going to be.
What's not working - People are saying that we need to make sure we get good music and time it well. They are worried that our game has too many ideas that will be difficult to implement well. Also making sure that our story makes sense, and ties in well with the class theme.
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