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Friday 3/4 the day of Alpha presentations

Friday 3/4


We began the discussion were we left it yesterday.

Talking about which traps would work, both time-wise and thematically and after pitching the ideas to both the lead programmers and the lead artist. Getting a green light from both of them. We went with a lava tile, that will cause gradual damage to the player as long they are on it, and a tar tile, which would slow the player down.

Both the other leads said it would be 1-2 days of work, but it would be something that in the end would be worth it.


Then came the alpha presentation, which in my opinion went ok, but I realized once I played the game, that there were somethings missing,

things that I thought would be in the demo that was not there, it turns out that they were there, just not activated. ( the demo presentation were a little bit rushed, due to the scenes that we had built became corrupted, so the programmer had to set up a new scene/ test room with a 30 mins notice).


This led to an internal discussion in the group if things really were as done as people had said it to be. After everything cooled down for a bit we were able to solve the things that was talked about.


Which leads us to the next part. We did have a case of misunderstanding.

one of the programmers had interpreted “charge attack “ and “heavy attack” as the same thing which had led to him doing it the way he thought was right. So I and another designer sat down and explained it to him what we meant, and updated the GDD to clarify further confusions.


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