Week 2 Devlog (Preproduction)


For the second week of development, Team T.M.C focused on creating the base mechanics for the prototype and setting up basic assets. I was successfully able to make a play button, Michael and Klara (the two playable characters), and Klara's dash ability. All of these are extremely WIP and I didn't get to put as much time as I wanted. Joel successfully created the Github for the team to share code and Sye created a concept track for the game (It sounds amazing)! Everyone was able to meet the requirements that were set from last week being art, code, and design wise. Our goals next week is to mainly focus on the prototype and work on more mechanics for the game such as completing Michaels attack and having enemies.  We all will focus on improving our game design macro even further.

Next Weeks Goals:

Jaiden (Design Producer) = Continue to work on prototype and add more mechanics to the game such  as Michaels sword and others.
Sye (Art Producer) = Continue to work on soundtracks for the game, sound effects, and other assets. 
Joel (Code Producer) = Work on the prototype by adding more mechanics such as enemies and other task.


Individual Responses:


Jaiden: I've created a base prototype where Michael and Klara are playable. Klara is the only character that has an action function but I consider it to be lackluster. By the time next week, Michael should have his sword swings and Klara's dash will look better. I will also take the time to further master the engine as I'm still learning the basics of it but I'm progressing pretty fast.


Sye: I have been able to put together half of a decent song. My next steps are to finish it , and work on some sound effects for the game.

Joel: I was able to create and establish a proper GitHub page for easy transfer and work on the game itself with the entire team. I was also able to see the 1st digital prototype of the game in Gamemaker while making any subsequential edit to the code if it needed it.

 Playtest Report:

Playtesting the prototype make me realize how annoying the map is going to be. I didn't think too much of the size of the map but this will be figured out by next week. I had to scale everything by 3 in order for the characters to be clearly visible. The only person who was able to playtest the game was me (Jaiden/HurriHydra) and I think the prototype as a long way to go. The movement works fine but I still feel like it can be better and the code is so unoptimized which I plan on cleaning up lol. It's only natural my code will look messy as it's a brand new engine I'm learning but I will fix  it up soon. [Team Feedback,   Joel: The digital prototype looks good for only working on it for one week, something that can be fleshed out is Klara's action when the "G" key is pressed, on top of that Michael action for his sword is another thing that needs to be worked on but i can and will assist you on both of those thing]

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