Weekly Development Log #6 (Jose Gonzalez)
Hello everyone ! Welcome back to DeadShot!.
I’m Jose Gonzalez and I will be delivering the week six development of our game , DeadShot!.
Goals for the team this past week:
- Working on the enemy behaviors.
- Level design adjustments.
- Enemy and item placements.
- Meeting up more frequently and putting more hours into our meetings.
Which of these Goals have been accomplished by the team?
- Added enemy behavior. However, it still needs to be heavily worked on.
- Implementing a proper health mechanic for Agent Stickman.
- Slight level tweaks and design.
- A proper UI.
What are the team's goals for next week?
- Prepare ourselves for the beta of our game.
- Listening to player feedback and taking notes on what needs to be worked on.
- Meet more often to work together and communicate a lot more on this project.
What have you accomplished this past week?
- I redrew the health bar for Agent Stickman and implemented it into our assets. As well as add the variables for it.
- I also drew the health bars for the enemies into the game. They’re color coded just for that aesthetic flavor.
- I worked on the enemies’ path finding. They now move towards the player and shoot, but the movement still needs plenty of work.
What will you accomplish by next week?
- Getting ready for the beta version of our build and seeing how it comes together.
- Importing a lot more art assets into our project.
- Work on the enemy behavior and its health system.
- Meet with my fellow teammates in order to work on our project together and share our ideas around.
- Receiving more feedback from players.
What will you need to learn to accomplish these goals?
- I need to do some more research on the enemy health system. The videos I’ve been watching are unfortunately outdated, so I need to ask for some assistance in this area.
Playtesting Report for this Week:
What were you playtesting?
- I playtested the alpha build of our game to see if everything was working as intended. I mainly focused on health and seeing if it would go down when the enemies’ attacked the player.
What did you want to learn through this playtest?
- The way the enemies move feels pretty buggy at the moment. I wanna try and make them consistent with their overall movement.
Who were your playtesters? Do they represent your target audience?
- Our playtesters were fellow classmates.
What did you observe? What did you see when they were playing? Did they interact the way you expected?
- I did spot some weird bugs in our game. We didn’t have any enemies move just yet and I watched some classmates play through our build of the level so far.
What questions did you ask your playtesters after they played the game?
- How does shooting feel?
- How does the movement feel?
- Do the platforms feel right?
What feedback did you receive from your players?
- The camera was a problem whenever the players moved left.
- The shooting was way too slow.
- The level design didn’t contain proper momentum.
- Giving the enemies and players some health.
- Implement enemy behaviors.
What, if anything, will you do with that feedback? Did you learn anything?
- I will work on the enemy behaviors and make sure that they work as intended.
- Adjust the bullet speed to a proper level.
- Make sure that the level design keeps that momentum going (using Sonic the Hedgehog levels as sort of a reference).
Get DeadShot!
DeadShot!
Status | Released |
Authors | AlexRutishauser, JoseFTW227, HP.Brandon |
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