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Week 3: GDD and Environment Modeling

This week the team's main focus was to complete the game design document which is due this week. The team got together in many meetings and discussed on what needs to be revised from our proposal. We started to think about the main focus of the game since in the proposal critique, we have a lot of comment about the game being too broad in terms of game mechanics. We focus more on the combat mode as the primary gameplay mode and have bullet hell as a secondary mode. Outside of the GDD, the team continues to work on their own part assigned by the project leader.

My contribution this week:

For the GDD my main focus is to analyze the core loop, winning play, and the smart loop. I created multiple diagrams or flow chart for each them. I also made sure that all the part of the GDD is following the rubric. For the task for the game, my focus was to create some assets for the environment in the game, such as walls and pillars. I also made the model of the weapon for the main character.

In addition to that, because of the group leader was having some trouble making bone rigs for the character, I was asked to help him out by trying some the character rigging in May and figure out the problem. We found out that the character body was missing some vertices on the surface which is causing the body part to twist into a weird shape when animating. Due to the critique 2 and the GDD, the progress of the model was slightly slower compared to last week. Next week I will try to push myself to complete more environmental assets for the game to cover for the slow progress in this week as well as continue to help out the team leader fixing the character rigging.


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