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Dev Log 5 - Production


When regarding production, we’ve tried to resolve the loose framework (i.e. the mess) that hindered our progression last week.

We’ve established more defined roles for creating artwork, and we’re now all, officially, producing content for the game. Not to say we haven’t been making things over the first half of the semester. It’s more so that we now all feel confident about what we are doing and what our peers are doing, so we can proceed knowing our expectations for one another.

For myself, I’m creating background tile sets used to create our level. I have experience with this from Jess Bradshaw’s class last year, so I feel confident I can put together some interesting artwork. I’ve also formatted new documentation for the team that we are all using to keep track of our individual progress and what progress is being made by everyone else. Furthermore, I think we’re on an okay track going forward. Playtesting took a lot out of us, but we’ve gotten some valuable information we can act on. We wanted to learn if the scale of our play spaces accommodated the quick movement we wanted to provide to players, and if our glitch mechanic was overwhelming for players. We’ve determined that our current method of visualizing glitches is a tad overwhelming for testers, with half of our total tester sum stating so. Likewise, we know now that we have to reign in the color choices and try to be more conservative with the contrast that comes from those glitches. Color choices going forward are going to play a big part in how the final user experience around glitches is going to change, so we’re making notes to pivot those aesthetic qualities as we go forward. We don’t want the glitches to overstimulate players in any way that causes general discomfort.

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