Team Jumpster Game Log 11/11

Game progress for the week of 11/4 – 11/11

Feedback: The feedback we received from our alpha was very helpful in guiding us on a direction for the coming weeks. We noticed as people played our game that the light/dark mechanic wasn’t the most fun and intuitive mechanic so that is taking a bit of a backseat role to a mechanic that wasn’t initially written about but was always a possibility and that mechanic is wall jumping. We noticed that very many people were having fun with this mechanic that was left from the merger of our prototypes. We have decided to focus more on the action side of the game and have the light/dark act more like a “key” to certain areas instead of locking and unlocking different obstacles to either help or hinder you on your journey. We are also considering changing default attacks to be melee rather than ranged and then have ranged upgrades to fight harder enemies

Goals for this week: Sprites, animations, zombie types, more complex level design, some sound effects

Actual: We have the sprite for the cat done as well as the run animation, the level design is more complex with a natural flow but is still not fully complete, and sound effects were implemented.

Problems: The zombies are currently being worked on but until we have the default zombie worked out, we cannot have different types.

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