Weekly Devlog 1 - Full of Smoke (Capstone)
Sprint 1
Digital Prototype:
Video Playthrough:
| Base Select Screen: | ![]() | ![]() |
| Inhale Meter Bar: * Activated with holding R2 | ![]() | ![]() |
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| Scoreboard: | ![]() | ![]() |
Sprint 1 Goals :
The goals for the week were to complete a digital prototype and make a video playthrough of the prototype. I also wanted to begin working on the Game Macro sheet so I could decide what was needed in the game and how the layout would look.
Sprint 2 Goals:
Complete some concept art for the areas within the game, as well as some character art. I also want to have some form of a basic prototype (coded) working for the next playthrough.
Sprint 1 Accomplishments:
I am proud of the fact that I was able to make a digital prototype within Photoshop, because Photoshop is very difficult for me to use, especially when having to record a video. Created a mood board for the project -- bringing together some of the inspirations behind the designs of the game.
Mood Boards/Pinterest Inspo:


Sprint 2 Hopeful Accomplishments:
I hope to have a digital prototype and at least some character art for the caterpillar (which is sort of the head honcho) in this game. I also want to concept some of what the hookah bar would look like on the outside and inside.
What I Need to Work on:
Time management!!! I've had a very difficult time keeping myself on task due to feeling overwhelmed before I even start. It seems like the thought of failure is what mainly holds me back from even attempting to complete the task. I really need to work on dedicating a few hours every day to the capstone project, especially since I am on a solo team. I plan on doing this, setting up a Trello for myself to keep myself on task, and maybe tackling one task for a specific group once a day (Art stuff day 1, programming stuff day 2, etc.)
Playtest Report:
I was playtesting the first digital prototype on Photoshop. I learned that the player did not appreciate the frequent hiding of the hookah bases when selecting a base. They seemed to enjoy the actual inhale mechanic and the way a smoke ring would like to be formed. I noticed that there needed to be a more distinct end to the playthrough, as the version I have now just allows the player to quit whenever they want -- basically, this makes the player's high score board obsolete.
Playtester:
Manny (MadMP :) )
What the player hated during playtest:
Not responsive enough for the player
Hookah Base selection should've been simpler
I asked if he hated the playthrough or not. I also asked if making the player have to complete smoke rings within a certain time frame would be better. The player suggested that the hookah should be like a health bar, basically having a limited amount of time to smoke before the hookah is done (much like the ash build-up when smoking an actual hookah before it ends). I asked what a good amount of select hookah bases would be good, the player responded with 5
I will definitely use the feedback about how to end the game for the player. I believe that there were some good ideas thrown my way about when to end the game and whether or not a timer should be used. I also will take the feedback about making about 5 different bases to select from so the player has a variety of options.
Full of Smoke
More posts
- Devlog 3 - Full of Smoke (Capstone Project)4 days ago
- Weekly Devlog 2 - Full of Smoke (Capstone)10 days ago









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