Team:

Developed by Jamie O’Brien, Steven Gladu, and Matthew Lachkovic.

Friday, October 4, 2013

Step by Step

Hi folks, Jamie O again.  This project is starting to come together, step by step.  It's exciting to see the way things are shaping up.  We delivered our first milestone, which was a rough tech demo of what we want to do.  There is a lot for us to add to it, but with an iterative development process, it is best to get out a functioning system as fast as possible.

With Unity, it is really easy for us to deploy to various operating systems.  The great thing about this is that we are able to test our progress without having to turn our attention away from our workstations.  The unfortunate thing about this is that sometimes, just sometimes, things do not translate perfectly.


For instance, on the phone, the Boh Boy hasn't scaled as clearly as he has on the PC.  This makes him a bit blurry.  Blurry characters = bad for business.  We've got to fix this before the next delivery.

While it is great to see our hard work leading to a character on a screen, it is important for us to not get too ahead of ourselves.  Properly managing workflow, making priorities, and just plain getting our hands dirty is what builds successful projects.  And with that in mind, we take a look ahead at the next delivery.

We want to solidify a few things:  we want excellent touchscreen controls, natural-feeling jump mechanics, more sensible collision detection, and to just keep our codebase clean and easily navigable.  On top of that, the next slew of features to add includes collecting beers and having enemies on the map.  For me, that means reading up on some new APIs.  For the rest of the team, it means design work.

Keep an eye here for a trailer of our work so far.  Ciao!

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