Generalist Journey
Level Design Focus: The week began with a focus on level assets. I meticulously improved functionality for doors and chests, addressing player orientation and camera issues for a smoother virtual experience.
Refining Combat Levels: Midweek, attention turned to refining the combat level. Lighting adjustments and dungeon level integration added depth. Simultaneously, I contributed to technical documentation and portfolio assignments, showcasing a holistic approach to game development.
Asset Integration and Cleanup: Thursday showcased asset integration prowess. Detail-oriented work on enemy assets, materials, and skeletons, along with addressing variable accessibility and exploring save game class intricacies, laid the groundwork for a streamlined gaming experience.
Combat Functionality Refinement: The latter part of the week focused on perfecting combat functionality. Reworking blueprints, introducing features like mini-map toggles and audio research, showcased a commitment to sophistication. My role as a team player extended to providing support for combat level challenges.
Culmination of Achievements: As the week closed, efforts bore fruit. Player objectives, a temporary game loop, and improved lighting marked significant achievements. Combat level updates, including refined input UI and a successful attack button implementation, added depth. Particle effects in chests and a flawless build and installer marked technical peaks.
In reflection, the week was a journey of growth and collaboration. From refining level designs to enhancing combat functionality, each day contributed to our collective vision of an outstanding gaming experience.
Get Quest for Dominion
Quest for Dominion
Status | Prototype |
Authors | Quest for Dominion, rdionian, RaGinCagin, Jkeith, acefizz, PhantomIsobel |
Genre | Adventure |
More posts
- Button SoundsMar 01, 2024
- Bug Battles: Last ShowdownFeb 29, 2024
- Feedback and Final Debugging touchesFeb 24, 2024
- Tutorial TrialsFeb 23, 2024
- Tab Menu BugFeb 23, 2024
- Tutorial TriggerFeb 17, 2024
- Tutorials and Bug FixesFeb 17, 2024
- Teaching the User CombatFeb 16, 2024
- Coming to an EndFeb 10, 2024
- Nothing Much 2.0Feb 10, 2024
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