2Nov/10Off
Thursday:
- TIGJam!
- Redesigned scenes to support the new story.
- Modified every level for seamless transitioning.
- Added doors to continuously usher players along.
- Various puzzle tweaks.
Friday:
- Redesigned how we teach invisibility (playtesting shows a much stronger understanding)
- Many level tweaks and edits
- Some playtesting and developer discussion
Saturday:
- Made it so characters automatically exit each level together (helps with seamless transition)
- Various level/puzzle adjustments
- Modified some environments to tell a better story.
- Embedded more signifiers to keep consistent rules.
- Playtests! (held many playtests, all which proved really positive!)
Sunday:
- IGF preparation.
- Added game menus.
- Held live demo of our game to TIGJam attendees.
- Dinner with developers.
- Round 2 pitch preparation.
Monday:
- IGF prep - game description
- IGF prep - tweaked Paulwei's submission video
- Various puzzle tweaks
- World tweaks to enhance story
- Added credits to end level.
2Nov/10Off
Daily Update 11/1/2010
Accomplished:
- Playtesting with Anthony Daniels
- Minor map fixes
- Made video for IGF, can probably turn it into a 30 second video.
- IGF Submitted!!
Tomorrow:
- Faculty Meeting
- Megamind screening
- Day Off
2Nov/10Off
Dailies 1/1/2010
What I did today and over the weekend:
- Added invisibility overlays to cameras and effects to podiums.
- Lots of playtesting at TigJam.
- IGF submission & prepwork including video, instructions, and description.
What I plan to do:
- Take a break.
- Lots of fixes and polish.
2Nov/10Off
Dailies 10/29/2010
What I did:
- TigJam!
- Added PuppetAction to force the character to point or look at a location.
- Added fog planes. (Scrolling fog.)
- Modified visibility so that you can't see any invisible platforms until you stand on a podium.
- Fixed a few bugs.
What I plan to do:
- Invisibility/podium effects.