Death Be Thy Name - Week 10 Development Blog
- Matthew Tedder
- Apr 30, 2024
- 3 min read
Updated: May 8, 2024
As we enter the final stages of Death Be Thy Names development I feel that there has been a lack in things that I am required to do as a designer based on the fact that most of the major areas have been completed and implemented at this point. I feel that this is reflected in the output in which I have completed in this week and the week prior. Last week I set the task for myself to design and finish art which would represent the back of the games box in which we are trying to replicate in the design of the groups itch.io page. However, upon reflection and discussion with other members of the group I realised that it would not be beneficial for the game and would be a waste of time. As a result of this, I decided to further work on the design of the Itch.io page in which I created headers that would be used in order to break up the page so it would not be a page with a singular type of text throughout.
I feel that its implementation was successful as it adds character to the page while sticking to the theme of over the top fire / explosions. I feel it is important to note that I would have liked to implement more than I did but due to limitations to the fact that final images for the page that display the completed playable game are not available at the moment and is something that is going to need to happen at the last point of production when the game is published.
My other contribution to this week primarily involved discussion. Specifically how the group should manage what each individual can do during the last weeks in order to ensure that we get the best product possible with the time remaining. This mostly revolved around making sure that people stay active and are in fact still engaged with the game as there are other assignments needed to be done which may sway their focus. To provide an example of an issue without outlining the individual, throughout the entirety of the games production someone was not contributing anything to the project, this culminated into discussions revolving around whether they should be credited on the game or not based on the fact that nothing they had done was in the game because it had not been sent. As a result of this talks took place around how we should approach the situation and resolve the issue. Following the discussions a message was sent to the individual outlining the importance of sending in the assets based on the fact that the game needs to be published by the end of next week. Following said message the person responded I feel that this outlines professionalism from not just myself but the entire group as admittedly it was frustrating that we were not getting responses form someone who was meant to be in our group yet we still worked collaboratively to find a solution in which benefits everyone.
Overall for this week I feel like i lacked in terms of output, I feel this is down to the fact that it is nearing the end of the project and there is no real point in making more environmental assets which had consumed a large amount of my contributions to the project. As a result of this is it leaves me with only a couple of options to design the Itch.io page and also help with the balancing on the game which is mostly a verbal contribution. Going in to the final week I am going to set a singular target for myself of getting the itch.io page in a condition in which I feel best represents the game.
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