Make-A-Wish Meeeting Update:
This week's meeting was rather short due to the smoothness the dev team and the rest of the Make-A-Wish team are experiencing with their tasks. Biggest group decisions were to change the sword
to be always on, wrapping up the gem positioning, special effects, and movement. First assets that went towards the budget have been bought and further discussions on which assets to purchase
are coming up next. Target system usage has been finalized. Level of aim assist has also been finalized and we are choosing to go with the super aggressive assist.
Monster feedback when being hit was also added. Artistic assets are in the works and the artists are making good progress.
Things that are stil in the works for the developers was full spatialization of audio, as well as the background music. The dev team also discussed that we might consider using alternate assets
for our deliverable at the end of the quarter since the full artistic assets might not be complete. And even though it wasn't formally discussed, the dev team will try and shoe horn a dragon
into our game.
Currently we are on pace for our Target Product and are very eager to show the class!
Natalia: Last week there were discussion on changing the placemenet and movement of the gem so that it is always visible. Natalia spent her time making sure this was the case for our game,
as well as ensuring that her cool effects remained in true spirit. Natalia was also briefly interviewed by a Make-A-Wish representative.
Corey: As he had wrapped up monster damaging in the prior weeks, Corey spent this week ensuring that the Monsters gave proper feedback when hit. He implemented a quick knockback when the monsters are hit hard enough. This gives the game a greater sense of immersion and satisfaction that children will surely enjoy. Later on, Corey might change this to have animations instead of/with a simple knockback.
Marc: Marc planned at the beginning of the week to perform a player test with his young (8 and 5 year old) cousin. He spent his week prepping the mechanics and environment to ensure that the game would be playable by his cousins. Fine tuning the mechanics and streamlining whatever on the spot changes he would need to make to during the process. He then conducted the player test that gave the developers and the larger Make-A-Wish team value info to base their decisions off of. See below. In quick reponse to some data, Marc also incorporated a long range option for the sword: a "slash" of air that proporgates from the a swing of the sword when swung ahrd enough. Marc also interviewed briefly with a Make-A-Wish representative.
Lily: Lily continued work on audio. She made excellent progress on spatializing audio and is nearly finished. The work that is left for her to do is incorporating the pre-existing audio files with her new code and making sure she doesn't step on previous work.