Crunchtime is coming…

This week, the team has gotten some decent headway for the game. Gordon’s mesh skinning is looking better than ever, with just a few steps away from being perfect. In addition, we’ve now began merging more of the code together, and now have a working shell. As far as core features go, were only a few shy of being ready to go headlong into gameplay. In Modelling news, the main characters are coming along well, with the enemies in tow. As well, several side assets have begun cropping up as the team has divided them up into small portions to be done in free time. One looming factor still hanging over is us is our deadline.

Time is running out.

On the positive side, compared to where we were last semester at this time, were miles ahead. The bad news is that this semesters game was originally planned to be much larger in scale, and with cut-off in slightly over 3 weeks, it seems like some features may need to be cut.

we'll just cut this...and that....and, oh dear...

There is  small reprieve however, in the fact that our classes are barebones this week (Thank you GDC) and we will have alot more time to focus on assets. The goal for the end of this week is to have the primary art assets completed and a working demo version of the game up and running for testing. See you next time.

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