Week two of Parasite was about refining player movement, polishing off a prototype level, implementing an active ragdoll, and packing more assets into our lovely backgrounds. For the final week of our prototype production, we were focused on making a pitch video. This involved the deployment of quite a bit of smoke and the installation of a few mirrors, but mostly we were able to use actual gameplay footage, which was gratifying.
Tag: event systems
Magical Spell Masters Devlog Week 3 – Questionable Payloads
Week two of Magical Spell Masters was all about getting more assets in place and, for me, building the event-based logic to get things talking to one another. This week: refinement, a cute companion book, and the general scramble to close the game loop prior to the final build.
Magical Spell Masters Devlog Week 2 – Special Events
Week one of making our Magical Spell Masters prototype saw us coming to abrupt terms with flaws in the concept. The central mechanic was predicated on a player being able to spell any word, and the cleverness was in figuring out which words were the right ones. In practice this is difficult, and it certainly isn’t very fun. So we quickly pivoted to something more like a deck builder.