Team Shadowstalker: Final Log
Shadowstalker’s report for the Final Week
What was Planned:
Our final week was planned to largely be a debug session for our game. After having presented our playable build, we intended to fix any bugs, glitches, and refine the game for our final product.
What was Accomplished:
Our playable build has met all of our target requirements and we were even able to extend our reach to some of the high level criteria. During our playtesting with the playtest build, the biggest criticisms we have received was the protagonist being unable to jump up when hugging a wall while on the ground as well as being unable to tell which direction the player is facing. These problems have been addressed accordingly.
Some glitches still persist and we were unable to determine how to successfully circumvent them. Such glitches include odd occurrences with the hammer guard and the ‘All Levels’ button only working on the first playthrough. Successive playthroughs will retain the first option (IE, if you chose to run through the first level then all levels, the game will return to the menu screen after the first level as if the player had not chosen ‘All Levels’). In addition, though we have met our target requirements, Team Shadowstalker admits that the HUD is simplistic and there is a lack of audio polish. Nevertheless, we are satisfied with our final product and found it to be enjoyable and difficult, as we had hoped.
What’s Next:
All that remains for Team Shadowstalker is to complete the final presentation materials. We intend to meet on Monday to prepare our video, our presentation, and the document to present to our class.
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