Main game screen
After having entered production of the game proper starting a few weeks ago, progress has been good.
My tasks involving UI and 2D asset creation were finished up in the first couple of weeks, which freed me up to help with various secondary tasks; that is, helping with system programming, and carrying out contingency responsibilities due to a group member becoming unavailable. As a result, I helped to implement the game world, boat mechanics, UI and upgrade system, as well as the very first couple of story beats. I'm grateful that contingency plans and secondary roles were formed and implemented beforehand, since I can keep contributing to the project after finishing my main tasks.
Without these, I would have been sitting around for the next few weeks, waiting for feedback from playtests to make adjustments to the UI.
To tell the truth, I hadn't expected these emergency plans to have ever come in handy. It just goes to show that you can never be too prepared for anything, I suppose.
Various story beats have been implemented, including the "fish apocalypse" storyline, where the player hunts the fish population to extinction
Now that these systems are implemented, we are relatively ahead of schedule with the current build, and have some leeway with implementing more features, and managing testers' feedback. Next, we'll have to work on polishing the UI, and more effectively tutorializing mechanics (one of the biggest complaints in our last playtest was the lack of accessibility and guidance). Currently, I am waiting on models, upgrade visuals, and more of the story so I can continue implementing in-game systems. Overall, I am very satisfied with the game is progressing, and am looking forward to seeing how the game turns out.
Screenshot showcasing UI system and 2D assets
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