9/10 - Day 18
Today I had other personal business to attend to in the morning, and did not arrive until the afternoon.
That is not to say that we did not manage to get a lot of stuff done today however. On the contrary, today was one of the most important day for us designers. The reason for that is that we spent the whole afternoon syncing our two versions of the game in order to use them both for playtesting.
The Unity version of the game will be used to test the early concept levels, while the Tengine version will be used to test the final ones. This means that we don't have to implement our levels fully before we playtest them, which would most likely have added hours upon hours of work for all of us in the long run. Because of today, we have completely avoided this problem, with the only cost being the entirety of one afternoon. Which I think we can live with.
Tomorrow, there will hopefully be a lot of level building and playtesting, but I also know that the GDD needs a lot more work before we can put it on-hold.
That is it for today guys! Smell you later!
// Samuel Kärvemo, Lead Designer
That is not to say that we did not manage to get a lot of stuff done today however. On the contrary, today was one of the most important day for us designers. The reason for that is that we spent the whole afternoon syncing our two versions of the game in order to use them both for playtesting.
The Unity version of the game will be used to test the early concept levels, while the Tengine version will be used to test the final ones. This means that we don't have to implement our levels fully before we playtest them, which would most likely have added hours upon hours of work for all of us in the long run. Because of today, we have completely avoided this problem, with the only cost being the entirety of one afternoon. Which I think we can live with.
Tomorrow, there will hopefully be a lot of level building and playtesting, but I also know that the GDD needs a lot more work before we can put it on-hold.
That is it for today guys! Smell you later!
// Samuel Kärvemo, Lead Designer
Comments
Post a Comment