Death Be Thy Name - Week 8 Development Blog
- Matthew Tedder
- Apr 30, 2024
- 2 min read
Updated: May 8, 2024
Firstly during this week I worked upon and achieved the target in which I put in place for my self in the previous week in regards to talking up more and sharing my ideas. I feel I achieved this as following a playtest which I had completed during this week I found an issue regarding weapon balancing, specifically for the Makarov pistol. Following the playtest I inferred that the weapons damage output in its current state makes its gunplay feel very underwhelming and overall not viable as an option when in comparison to the other weapons in which the player acquires throughout the game. By discussing the damage Values with the other designers we decided that by doubling the guns damage values from 10 to 20 it would improve the weapons usability and functionality as the player would have to shoot an enemy 5 times in order to kill them unlike before where it would take 10.
Furthermore, I discussed the design of the mansion level with the teams level designer to figure out what rooms and subsequent assets would need to be modelled to create a detailed environment while keeping simplicity. Following this discussion I began modelling assets and completed models and textures for a Door, Fridge and microwave.
Finally in regards for content in which I completed this week saw a significant change for what I worked on as during the in person session on the Friday myself and a couple other members of the group took it upon ourselves to begin the recording process of getting death sounds for the enemies. I feel that during this process I took somewhat of a minor directorial role with all of the sound clips having been recorded on my laptop and providing feedback and encouragement where it was needed.
On reflection I feel that this week I asserted myself and contributed to positive developments in terms of the project. where I feel I lacked and should attempt to improve in the upcoming week is in the overall output of environmental assets that I am creating as there is still a significant amount more needed to be created for just the bare minimum of environmental set dressing of the mansion level.
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