Posted December 27, 2022 by WestyDesign
Disclaimer - These devlogs are one part of a University assignment that Styx is being developed for, so any stilted wording or weird inclusions can be traced back to that fact.
For a quick recap of what the game is about, see Devlog #1 here.
Happy holidays! We're in the home stretch now - all of our other assignments are out of the way, so it's all-hands-on-deck (haha, boats) to get STYX over the minimum-viable-product line. I've put my programming hat back on, and am pleased to report that new mechanics are arriving by the... boatload. (last pun, I promise.)
The rest of the team will be back to work from tomorrow onwards, so this devlog will be a quick look at what I've been personally tinkering away with for the last few days.
Finally getting the melee combat functional is a step in the right direction - I'm happy to see crucial tasks getting crossed off, and hope it's the first of many as we're all working on the game together now.
The recent approach of focusing only on critical tasks has proven quite effective, so with our other programmer's help, I hope to have a point-and-shoot effect on our project backlog for the next few weeks.
This is the period I've been excited for - no distractions, nothing in our way, just a good team doing great things. There's a lot to get done to reach the minimum viable product, but I'm confident that it'll all come together before our deadline on the 10th January.
Before the next devlog, I'd like to see these implemented:
Thanks for reading devlog #6, and have a happy new year!