Weekly Devlog 2 - Full of Smoke (Capstone)


Sprint 1 

Mechanical Prototype

Video Playthrough:

Game Macro Sheet

Player Select ScreenInhale Meter (represented by the slider)

Smoke created if  target bar is hit (Green Bar)
Smoke created if  target bar is NOT hit (Red Bar)

Sprint 2 Goals:

The goals for this week was to complete some concept art for the character and the world. I also created a coded mechanical prototype that shows the main gameplay to be expected. 

Sprint 3 Goals: 

Complete more character and world building art.  I want to implement the controller support for the current prototype build (test out the current mechanics and improve them if they don't feel right). 

Sprint 2 Accomplishments: 

I am glad that I was able to make a basic version of my digital prototype that was coded and playable. I was also happy with the character art that I have been creating, especially for the caterpillar from the "Alice in Wonderland" world. I wanted to make sure to make my own interpretations of what the characters and world would look like in game to make them as unique as possible. 

Character Sketches/ World Art 


Character Art: 
The Smoking Caterpillar
Outside the Hookah Bar (Concept Art)
Side Characters 

(Visitors at the Hookah bar??)

 

Sprint 3 Hopeful Accomplishments:

By week 3 I hope to have a fully functions game loop that has controller support for playtests! I also want to develop the caterpillar character in color and complete some scene boards for the game. 

Playtest Report:

Playtesters:

Fabian, Siul, Nate, Sabah, David, Aaron (Family)

The main issue with the playtest was that the game was not fully functional the way it should've been. The value meter was not always registering as a scored point when players would reach it. I got some great ideas for what I could do to make the game feel more lively, such as adding bonus points for rudimentary smoke shapes and having the target meter moving up and down to create more of a challenge for players.

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