Devlog 13 - Deadline Day (Again)
Disclaimer - These devlogs are part of a University assignment that Styx is being developed for, so please forgive any stilted wording or weird inclusions!
STYX Devlog #13
For a reminder of what the game is about, see Devlog #1 here.
What's new for STYX?
Well, it's deadline day, again. Typical to any game's development, a few mechanics have taken to breaking at the last possible minute - as much as I'd like to add a few more important mechanics, fixes takes priority. It feels bittersweet to be so close, yet so far.
One of our artists has come down with a flu in the last 24 hours, too, which means a few plans - like the fancy tutorial - have fallen through slightly, but I'm working hard to get the game into a decent enough state for submission.
Progress
- Fixed swivel guns' rotations (again)
- Fixed enemies' health bars
- Almost got upgrades and obol systems working together
- Got closer to fixing enemies' double damage bug
- Got 2 functional levels into the game
- Got the level select screen ready to accommodate for 5 levels
Thoughts
When compared to the last deadline day, it definitely feels like the team has had better periods for progress and communications. I do admit that I could've been better myself, but with the amount of programming that needed to be done, it's a little disheartening to see things being rushed at the last minute - despite having done a hell of a lot already. We've got another submission for this module that's based around self-evaluation, and I plan on using it as an opportunity to reflect and discuss how the project could've been handled better - watch this space, it'll probably be in the form of a YouTube video.
Looking Back
It's deadline day, so I figured it would be best to look back on how things have progressed in the 118 days since the last one.
- I got a job as a game designer in early January
- I made a platformer and wrote a dissertation
- I became a LimitBreak Mentee to learn about game design
- We all developed as artists, programmers, and designers
- We improved as presenters and self-evaluators
- STYX went from rough prototype to decent prototype
Overall, this is the longest project I've ever worked on. I've learned a lot - again, more detail on that in the next assignment - and despite our submission not quite meeting my standards, I'm proud of the work we've done.
Thank you for reading devlog #13! This marks the end of our games production assignment, but we may return to STYX development at some point in the future. With no deadline, devlogs may get sparse, but I hope you'll follow me to keep up with my other games!
STYX (WIP)
Use Charon's impressive arsenal to stay afloat.
Status | In development |
Authors | WestyDesign, LamiMadeAThing, Dxrkest |
Genre | Action |
Tags | 2D, Indie, mythology, Pixel Art, Side Scroller, student |
More posts
- Devlog 12 - Not-Quite-Deadline DayMay 08, 2023
- Devlog 11 - Lovely Art, Horrible MathsMay 04, 2023
- Devlog 10 - The Great PurgeMar 22, 2023
- Devlog 9 - Here Be HydrasFeb 28, 2023
- Devlog 8 - Deadline DayJan 10, 2023
- Devlog 7 - Sculptors & Swivel GunsJan 05, 2023
- Devlog 6 - Melee CombatDec 27, 2022
- Devlog 5 - HephaestusDec 16, 2022
- Devlog 4 - Saving & Helltaker-ingNov 30, 2022
Leave a comment
Log in with itch.io to leave a comment.