Development Blog 8

Our game is extremely mechanics focused, this has led to the team spending all of our time of fleshing out mechanics. this process was mostly solo, with each team member getting a solid idea on how to accomplish specific tasks. Michael built our driving systems based off of chaos car model in Unreal. Our programmer, also Ian, worked on creating a functional AI that worked with cars rather than a humanoid model. Our artists both developed art tools and enemy models. I made RTPC and set up blueprint libraries to make implementation easier. Thomas made particle effects and producer documentation for the team. and our designers made level documentation and worked on weapons systems. All together, our build wasn’t much of a game as much as it was a testing sight for all of our experiments put together.

This was worrying to me and others in the team because we never felt like we were progressing. However, last sprint we managed to close the game loop and merge many of our branches into main, meaning that we could finally enjoy how our ideas were coming together. It also helped when our testing feedback last wee was stellar. Moving forward, the team has agreed to put our different projects together more often to see how the idea as a whole is progressing.

- Ian

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Development Blog 7