Week 9


This week we dived back into production after taking it easy after PGF. We addressed some issues that we’d discovered through PGF playtesting as well as playtesting conducted by our test lead. We did some overhauling on how the levels will be played and structured and began building those levels.

A short summary of what each team member did this week:

Kris (Producer & Marketing)

This week my main progress was based on sketching and throwing around ideas for future development in the game. Firstly, I have done some sketches for character select menu for the team to chose from. I did not get a primary response based on one single vote, so I will be going with the third one. In the upcoming week, I’ll be looking to start sketching up the illustrations for it. I also started doing the write up for the narrative and worked building of the game, which I will be continuing through this week.

Nathan (Design Lead)

This week I spent revising the second level to everyone’s feedback specifications. I adjusted the lighting to emulate a sunset effect with an orange glow to the whole scene. A new flooring type was also modelled and textured by me to serve as the stone tile flooring to be used in the furnace rooms to add more variety and also slight realism as compared to the original wooden flooring. This week I will be going ahead and assembling the first level for the game and also doing some minor adjustments to the second level.

Evie (Art Lead and Marketing)

This week I changed the level one design due to the changes we’ve decided as a group, regarding the introduction of features through the levels. In the new version the map will be much smaller and players will only be playing with the body burying mechanic. I also made some texture changes to help with legibility of the bodies, the plague body has now been changed so it’s clearer for players to tell which body is which. Kris and I also begun brainstorming for the animation sequences for in between the levels, we want to think of 3 unique stories which introduce the mechanics of each level and also give a little bit of context and narrative.


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