Tag Archive: weekly

Sep
23

Weekly Newsletter #4 – September 23, 2011

(VIEW AS PDF) UPDATES Build #3 Video “Now With Fun!” seAker is starting to feel a lot more like a game now, and playtest results reflect that. Implemented this week were: enemies, health, win/lose states, feedback sounds, and an updated interaction area. Players are beginning to report experiencing the emotions the game is intended to …

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Sep
17

Weekly Newsletter #3 – September 16, 2011

(VIEW AS PDF) UPDATES “Deep Sea Space Mining” seAker has a new thematic direction. In meeting with our advisors, certain thematic cohesion issues were addressed – the gameplay, aesthetics, and narrative have been modified slightly to fit together in a more unified manner. As always, your feedback on the game’s gameplay, art, and music is …

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Sep
09

Weekly Newsletter #2 – September 9, 2011

(View as PDF) NEWS Initial Build on iPad! The game in its most basic form is now playable for testing purposes on the iPad. We have held an informal playtest focused on the basic touch controls and are already making improvements based on suggestions – anyone is welcome to drop by our room (2406) to …

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Sep
08

Weekly Newsletter #1 – September 2, 2011

Squids fire in direction they are pointing when drummed. Need to shoot them into narwhal or whale. They also leave an ink trail behind. When "full," the narwhal will come out of hiding and can be attacked.

(View as PDF) NEWS Playtest Next Week: We will be testing basic controls of the game. For those who played it in BVW, it will not be 4-player any longer – single-player only. Non-gamers welcome. MILESTONES Deliverables: Brainstormed 10 levels rooted in the same core mechanic, but involving different supporting actions for the player to …

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