Devlog 3: Production sprint


Welcome to Gobo Rampage's third devlog!

Game design model
This week we focused our time on creating the game design model and the backlog. This gave us a clear overview on how our game will be designed and what stages of development we will enforce to get to our final product.
Whilst creating the game design model we encountered many problems in our prototype, which we changed accordingly. These problems included mechanics that were not entirely thought out or did not work well enough to be considered viable and fun gameplay.

Some examples are:

  • Created and changed Goblin King mechanics and art design. He will now only appear behind a dark sewer grill in the form of 2 glowing eyes. The player can accept and complete tasks whilst not having to stop moving.
  • Added villager occupations, for example a tailor, snake charmer and even a wizard!
  • More detailed rundown about how characters will be animated. For example, the guard will stand almost motionless while villagers will be working on their respective jobs.
  • Expanded our power-up system.
  • Went more in depth about how our map design should be handled.
  • The goblin will spawn next to the goblin king in the sewers instead of going through the front gates, making it more logical.
  • What sounds and vocal intonations will emphasize certain actions and reactions.
  • What shaders we will implement and how hard it would be to create them.
  • Changed parts of how vision cones, chasing and hiding works.


Backlog
After finalizing the game design model, the team came together document an overview on any task we could possibly have to do to create our game from start to finish and beyond. Linking our game design model to the tasks, enabled us to have a good overlook on what our team's programmers and artists should do for our first production sprint.

See you next week with another devlog!

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