Dev Log 2 - Sem 2 - Production


For the production so far for this project has been going from playtest to playtest getting a build ready for one and iterating on feedback from the previous playtest. I am just going through the tasks I am given and getting them to a point the game, level and narrative designers can be able to put their work into the game. From the previous playtest we got a lot of good feedback with changes we can make to create an easier experience such as players with different size monitors found the game to be stretched and harder to play this was fixed by taking a note out of hades by if the monitor is larger than 1920x1080 we have overflow images so the main ui components are still fitting for 1920x1080 but will not be stretched when being played on different monitor sizes. All in all my production schedule is mainly getting the next playtest build together as the playtests are so close together and it doesn’t give me much time to actually be experimental with the project. I have gone off schedule a bit pushing stuff around but have mainly kept up with tickets given to me by other members of the team and stuff discussed during meetings. While I am developing functions within the game I do encourage my team to play through the changes when I finish them so I can do bug fixing as soon as I can and dont need to leave it until the playtest.

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I defenitely get the awkwardness of the two playtests being so close to each other. We don't really have time to implement future features and focus on responding to feedback and getting our builds ready for the next build.

Also, I did not think about that solution for monitors and UI. It's a great idea and I never thought to think about that when it came to our game. Funnily enough we did lock it to 1920x1080, so that's a funny coincidence. 

Hi! Your dedication to streamlining the production process and incorporating feedback from playtests is commendable, ensuring a smoother player experience. Your proactive approach to bug fixing and collaboration with the team during development showcases your commitment to quality and teamwork!

The overflow images were a great idea! The tight playtest schedule is unfortunate though, since I'm sure you have a lot of cool ideas for how to improve the game.