Devlog - March 19th - March 25th (Week 8) BETA RELEASE


AFTER UBISOFT MARCH 19TH -- Closer to Beta ! 

QUICK NOTE -- if you plan to play the Beta version of our game, press (L) THREE times in order to access the ice-level puzzle as we did not have the progression of the game fully implemented yet at this point. Thank you !

After Ubisoft, we met again on March 19th to talk about our Beta goals and scope as we headed towards our Beta release. Jason will continue finishing the entire tower to the point where it’s playable to the top and add collision to the houses as well using my tree assets, create prefabs so that it was easier on our end to implement the trees in our scene. Katrina will look into coding and implementing the images of the portraits of the characters in the yarn script. I created the 2D pixel sprites of all our characters alongside the varying emotions for her and then after she had the functionality and the entire UI set-up, together we worked on re-writing the yarn scripts to add the portraits. 


Jimmy continues to look into camera movements and adds the jumping animation that were made, the adaptive music and UI changes. In the end, we all agreed on not having adaptive music due to how frequently players were switching characters and there was a jarring sound when the transition was happening

However, this was the week in which we had to shift a couple of jobs and scrap one of our initial goals that we had in our Design Document. We stated that we wanted to have 4 gems for each character, however one of our members had personal issues come up resulting in us switching tasks from that member to Jimmy. This meant that we had one member down from this point onwards (which is fine btw!!! I would never want a member to feel forced to finish something and if they were not up for it due to the situation they were in, I would and never judge them for that decision) but getting in another set of quests for Dusk and Dawn, and also re-creating the entire ice-level puzzle was not do-able. As a team, we discussed our approach and we all came to the conclusion that getting the ice-level puzzle was priority and the last quests will be scrapped and NOT be in our game. 

Thus, Jimmy worked on creating the functionality of the ice-level puzzle and have it ready by Beta.


I got in touch with Ricci and Qiushi personally. Ricci was able to make the more realistic jumping grunts than the previous “boing” we had, and continued to make SFX sounds for our game. Qiushi continued to work on our main menu theme as well as the Twilight theme for our game. I worked on the final animation for our game as the ending to give closure to our narrative. 

In our beta release (March 25th), the biggest and newest changes were : the ice puzzle (inside the tower), the final animation, the top of the tower (which unfortunately did not make it to our final build, but am including here) , the inclusion of the portraits and added in Qiushi's music for the main menu.



Files

DuskandDawn_Beta.zip 62 MB
Mar 25, 2021

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