Daily Report - 27/11/2023 (Patreon)
Content
Welcome back William, a week of bugsquashing
T-5 ‘til devlog
One of the biggest events of our studio each month is the release of a devlog, as this is where the work we’ve put in over the past week, materializes and turns into a product for the world to see and roast. Especially now that we will be doing a public playtest alongside it, there’s even more pressure to release a somewhat playable version. We’ve pretty much defined our scope now for this run, and just have to focus on improving the core of what we currently have.
As for art, this will probably be the biggest “letdown”, as we’ve encountered some issues over the past weeks with our artists and their mediocre performance, so a lot of the assets will most likely be the same still as last devlog.
As for actual progress yesterday, this has been in-line with the goal to get to our devlog now Friday, with a focus on bugs (enemies attack after death, interactions pause the game but not active movement, minimap issues, missing tiles from Dungeon Architect,…) and also the implementation of Unity analytics.
What’s next
Our Gitlab has a lot of new tickets in the priority column. Most of them are somewhat smaller issues, such as fixes, tweaks, or improving gamefeel, with less focus on new mechanics. These should be our absolute priority right now, as they will dictate how the devlog footage will look, and how the playtest next weekend will be received. This should mean that over the next week, we will be seeing a lot of small incremental upgrades day by day, as there shouldn’t be any issues that take over a day to complete.
"The simplest explanation is usually the correct one." – John Carmack
Marnix Wyns
Producer & Creative Director @ BiteMe Games