Team Exodus Development Blog

Final Presentation

Final Presentation Video: Check out the presentation slides here!

Week 14

Healthy has put together an intro cinematic to help players that wanted a bit more context when they enter our game for the first time. As you can see, we show the mothership crash landing, and the first text we present to players in our tutorial level reminds players that they are survivors in this…
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Week 13

This week at Soft Opening, we got feedback that we should really be pushing to complete our tutorial as soon as possible, as a major milestone in completing a shippable game is that the game onboards the player without the developer present. More to come soon! But first, check out this week’s gameplay build: For…
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Week 12

Here’s our latest gameplay build: This week, more UI work was done by Hongzhu and Julian, such as the first pass on the new character panel, available for viewing in next week’s build. By the end of this week, Varun plans to get runtime terrain deformation implemented, which we believe will help sell the weight…
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Week 11

Hongzhu has laid down the groundwork for Survivors to now load three descriptions that dynamically change for them based on their Status bar. New resource models for Fuel and Rations have been implemented, and Keran was kind enough to retexture these first so they would communicate more fluidly in Unity’s HD render pipeline. Based on…
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Week 10

This week, we made some big decisions in terms of our art and UI design. As a team, we’ve decided to start shifting gears to the artistic direction, and thus, design is slowly grinding to a halt. With only so much time left in the semester, we have decided as a team to switch gears…
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Week 09

What a week. Lots of decisions were made and implemented for controls, gameplay iterations, and our production process. But first, check out our newest playtest build: Now, survivors have some more UI interaction when a player hovers over them. When survivors arrive at a resource and the player hovers over the resource, they can see…
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Week 08

This week we presented for Halves! We covered a lot in the presentation, including our ability to take a previous team’s work and turn it into our own passion project, a production process that works for a team of four artists and one designer, how we will now be playtesting twice a week instead of…
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Week 07

This week as we prepared for our Halves presentation, the team took great leaps in defining gameplay. For reference, here’s a video of our build at the end of Week 07: After playtesting last week, we decided to test the Tornado’s functionality this week in our playtesting build. For now, it is surprising players. Its…
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Week 06

A major leap we need to take as a team is on the production and productivity front. Hongzhu and Varun are new to these gameplay programming roles, so it’s hard for them to determine smaller hourly tasks within a larger system. For now, while Keran and the programmers figure out a way to determine hourly…
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