Sprint 2 Update
- Holly Allen
- Oct 2, 2023
- 2 min read
Goals & Progress
Below we'll discuss our team's progress on the game this semester. For this semester we are working with a one-week sprint structure. We'll cover the second sprint and what we've done, what we plan to do in the future, what went wrong, and what we're fixing as we advance.
Goals
Art & Technical Art
Create character concept art
Research techniques for snow & post-process
Programming
Create player and enemy classes
Flesh out the design doc
Figure out the basic game narrative
Project Management
Set up project management tools for sprint tracking
Create overall sprint goals
Decide on producer(s)
Progress
Art & Technical Art
The team started on initial sketches of the main character, the final boss, and basic enemies throughout the week. The main focus was our player character, as they are the top priority for the team. Below you can see some of our work getting a feel for the player character and how we wanted both them and their sword to look.
Design
This week the focus was on fleshing out what the enemy units of the game would be and how they would function. Below are excerpts from the design document for the initial concepts of the enemies' move sets.
Elemental Warrior
A primarily melee enemy with a modest health pool and a mix of light and heavy attacks. Acts as the main enemy unit of the game.
Standard Attacks:
Light Melee: 3-hit combo with its offhand. Has medium damage, low range, medium knockback, and low start-up
Heavy Melee: Swipe from the elemental's larger arm. Has high damage, medium range, high knockback, and medium start-up.
Elemental Archer
A primarily ranged enemy who shoots at the player from a distance and when the player enters their range, they have a low damage swipe they can use to defend themselves. They have relatively low health.
Standard Attacks:
Melee: Swings floating elements in an arc in front of them. Has low damage, range, knockback, and start-up. Spinning rocks around enemies that hit the player. Almost like some kind of shield around the enemy. Never melees unless the player is in range. The ranged enemy moves away after hitting the player. The range for enemy mele is when the player can melee the enemy.
Ranged: Shoots a single projectile at the player. Has medium damage, high range, low knockback, and medium start-up.
Programming
The team worked on creating class diagrams for the desired and necessary classes for the game.

Setbacks
Midterms!
Most of us were prepping for exams or had projects due around this time.
Issues with Unreal
Those of us working in Unreal at the time had to keep recompiling the project.
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