Devlog #9 | Week 44


Jenny here, I dont know how to start this week's devlog, so I'm just gonna cut to the chase.

WE FINISHED OUR FIRST SPRINT BOYS. For those that don't know what a sprint is, or at least don't know what it means in this context. It's basically a type of workflow that prioritizes short and fast bursts of development, where we focus on creating something "functional" in the allotted time period (in our case, each sprint interval is 2 weeks). For each consecutive sprint, we'll just continue building and adding onto the product, until it eventually reaches a point that can be considered "finished". We'll also create a new build for each sprint session so we can clearly see how the game progressed from our first sprint, compared to our... 5th sprint for example.

Enough of the semantics. This is what we've been working on this week.

I spent most of my time arguing with the bunny sprite that i made last week, and I may have come to the conclusion that I am just not experienced enough to make a rigged sprite yet. So I might have to take a step back and re-evaluate how I'll go about creating the sprites for this game.
I also made a frog, which originally was meant to be used as a sprite, but I am unsure if it will be functional because of how it was made. The same could be said for a background asset I made, but I think I realize why  I'm struggling so much with it. I'm so used to creating assets for animation with no player interaction, and no need to create anything outside of what the shot would require. Which causes problems when a game scene doesn't necessarily correlate with a camera scene. If that makes sense.


Sondre was able to set up a Plastic SCM collaboration, so we can finally cause problems for each other because we keep forgetting to upload the changes we made in the unity file. Other than setting up our collaboration project, he also had some coding classes with our neighbours (the first class students). Where he was taught the basics of creating a SHMUP (Shoot 'em Up Game), and just getting more familiarized with coding so he can utilize it better. Sondre also added some Basic Enemy Movement/AI and added a temporary background to the game scene, that was quickly replaced with another (most likely) temporary background.

Felix has mostly been working on the main title theme for Comfort Zone, but had some difficulties with inspiration and good ol' creative block, but was able to break through and complete the main title theme. Which you can listen to a preview of here. He was planning on working on creating some more sound effects for the game, but the horrible weather made that less than appealing. Felix also manages our Social Media, so if you ever want to see some more behind the scenes progress, check us out at Twitter and/or Instagram. We try to regularly post on there if you're interested.

I guess just to give this devlog a conclusion, we didn't quite reach our goals we had set for us at the start of this sprint, but it's sort of to be expected. We're relatively inexperienced to this and sometimes problems pop up unexpectedly. Although it was definitely a learning experience, so hopefully for the next sprint we'll be way more prepared on what to expect. (And also better time management, but shhh.)

Ta ta~

P.S. Sorry this was a day late I tried to write this yesterday but I was so exhausted I was unable to formulate any thoughts.

Get Comfort Zone

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