Sunday, March 4, 2012

Milestones and Correcting Workflow

Hey Everyone,
This week you're going to see quite a bit of construction and testing happening in the weeks ahead. Most of this is due to the core route and gameplay features being tested and rapidly built. 

There's a strong possibility we may have a working dev version of the first map now that we've decided to split the level into two maps. It will not only help performance with rendering the entire level (which just reached another milestone - yay!), but also for balancing and pacing the gameplay flow. 

Milestone Number 2 ~ !
 Maybe it's better to keep working as we are. I've been also thinking that progress in terms of sheer level building speed has been declining at an increasing rate (forming a log graph - hehe). It could be due to the major presence of schooling and assignments plus work for some of our team, though that might not always be the cause. A strong cause of the delays and development procrastination has been motivation, or lack thereof. 


A few weeks ago, when Schmooze released the teaser trailer, it was extremely well received by all of our fans on Facebook. Their reactions and positive feedback gave us a enormous boost in confidence over many aspects. Our entire team was in great spirits for those weeks up until now, where times and development (unfortunately) has reversed roles. Time is speeding by us and leaving development in its dust, much like our intro sequence ~ hint hint.

Needless to say, we're aiming to carry on through these pressing times, and bring this project to the level of detail, playability and enjoyment that it deserves. Our community expects nothing less than that, and it's up to us to deliver what we are capable of.


On that note, stay tuned for more updates here and on the page at Facebook:
www.facebook.com/blitzdesign

Atamarashi (Lead Level Modeller at Blitz Design)

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