Production is a funny art, sometimes you get all the time in the world, the others you’re swept off your feet. Let me just point out the last report was back in week one on the 22nd of July… Yeah we’ve been busy.
So what’s been happening? Crew wise we have John in Italy looking at bricks and eating sweets, Graham’s in China trying to get into Tiannmen Square, Pauls’ finally moving out from under the stairs at his father’s place in Greece and into his own steampunk penthouse. Team wise we have brought onboard the brilliant Sarah Stanton for Music and she’s just about ready to record. Mike Browner for VA and Storyboarding, he’s almost finished his storyboards and just in time. Two new graphics guys have joined the team, Josh Bryson and Jeroth Diggiden who are rocking the 3d casbah pretty damn hard. And rounding the team out we have Emily Smith who has been helping Jess with the character designin’ and sketching like mad. However I haven’t managed to get more programmers on board and now we’re starting to hurt a little and things could end up seriously screwed, but Michael and Chris know Unity3d like mad. As I sit down to continue this (two weeks later) we have just added a Texture Artist to the team, the ever awesome Tim. Yeah we can do this.
So what have we done? Programming wise Michael sat down one day and converted everything to C# which fixed a whole pile of problems. Most of the main gameplay additions are complete, Graham has done the AI programming, Chris has done a nice environmental trigger class, the scare code has been fixed up. There’s problems with camera and the growth and shrink code but I put in executive decision that gameplay comes first and we can work on camera during October. I’m slightly concerned as while our alpha seemed fun there’s always the chance that when you grow a concept it won’t quite work. All the components are built and in the framework, AI is being polished up and scoring is being worked on (along with a multitude of bits and pieces)
Speaking of which, designing a 3d puzzle game is difficult as the manner we have done this will make it appear as a adventure game. We didn’t foresee it being this hard to separate the two. For those that don’t know, Boo! is meant to be a 3d take on the traditional 2d tile based puzzle game, you set up your ruleset, make the player learn them and then put em all together, then start changing the rules. Nothing too difficult but the moment you add 3d you have to work really hard to seperate plot and levels. This has continued to be the bane of our project.
Sadly we have missed out fourth of october beta date, this could not be helped but it did make a whoosh sound as it went by. And I just found that the person I had outsourced our main character to has not completed the work. Entirely my fault. However Jeroth has grabbed it with both hands and will have it done. I don’t know, it feels a little weird having a team so focused on the end task. It shouldn’t be but it is.
I suspect this will pass ðŸ˜‰
So what do we have left to do? This weekend all basic mechanics, AI and scoring is due. Weekend after is playtesting and bugfixes and texturing. Weekend after that is deadline and all the sounds and polish have to be in.
Last mile dash, we’ll make it!