Spring Break newsletter (03/09 – 03/13)

Overview

Hello everyone! This week was Spring Break but the team continued working to make up for the time during GDC. We made major changes in our art assets and some more tweaks in the design and programming. Most of the week was also spent towards preparations for the halves presentations next week.

Progress over the Week:

Designers, delivered a new design document in the beginning of the week for a new shooting mechanic. With this mechanic players start dragging on the phone screen, and they see their cannon’s aim rotates to the opposite direction as it would work in a sling shot. Once they release their finger the bullet is shot. For the rest of the week, designers worked on group events that would require the whole team to work together.

Artists, delivered the art assets for our food universe as you can see in the image below. They created cookie planets, ice-cream planets and a more jelly-like spaceship. They also made some improvements on the Jelly Pirate characters.

Programmers, started the week with solving the frame rate issues caused by “Jello Plug-in”. They also implemented scrolling of different layers to create parallax effect in addition to an enemy generator tool to help designer tweak the enemy waves.

The team also tried a new production pipeline for this week to help fasten their progress moving forward and minimize miscommunications. With this week, executive producer makes a weekly task list followed with deadlines for each working together with the designers. Then those are assigned to individuals on trello. There is also a current build documentation that is updated by designers each sprint to represent the desired weekly build.

Next week after after halves, the team plans to keep working on the shooting mechanic and make it feel right as a first priority as it is a core mechanic.