Dev Log 15


Over the course of the previous 14 weeks, we both feel as if we have learned a great deal about (but not only limited to) the cycle of game development - from the ideation stage through the Vertical slice, Alpha, and Beta milestones and finally towards the Release Candidate. With a game design process formatted in such a way, we were able to stick relatively close to our aims and goals while constantly making sure that they maintained achievability throughout. Each week, we found ourselves asking, ‘Is this achievable in this timeframe?’ and ‘What more can we add that won’t hinder our current aims?’. While the overall framework of the game and main concepts and game mechanics stayed loyal to our initial plan, we had to cut many features that we once believed were possible to achieve in a relatively short time frame.

Additionally, new skills were refined and explored through this project. Stephen (https://stephenrockett.itch.io/) designed and printed a functional custom controller. Although Stephen had some experience with the digital modelling software Blender, the challenge of creating a usable object was something that took a lot of time for researching the methods of modelling, exporting, and printing. This was helped made possible with the help of John Walsh (Head of TU Dublin School of Creative Arts), who generously offered help formatting and printing the various parts of the controller.

Tom (https://grumtom.itch.io/) undertook the massive position of coding the various elements to make a working magic and spell-casting system, which (like most things in this game) took far longer than initially expected. Other various elements, including the NavMesh systems and enemy confinement to specific groups of rooms, were new concepts for us.

While there are many things we now know that may have decreased the time exploring and learning new areas of game development, we would not have the skills or game we have now without the continuous effort over the previous 14 weeks.

Thanks for following our journey through game development.

Stephen Rockett and Tom Grumley.

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