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16/ 3 - A beginning

Writer's picture: Saga LindquistSaga Lindquist

Day one has gone smoothly. A start up often means many meetings, and many meetings there were. Since the GDD for the project wasn’t completely finished and there was a lot of planning, defining and discussing to do we spent the whole day in meetings. As the project manager, producer and overall planner I had a lot of meetings to listen in on and partake in. I want to keep a good overview of what everyone is doing and what’s going on for everyone.


We discussed enemy behaviour a lot, really trying to pin down what variables we want to have so that we can create different enemies without extra code work. Defining how we want enemies to behave, both in and outside of combat. What animations do they have? Will they stay aggregated and follow the player around until they’re dead? How will they behave before they see the player? Where and how do they spawn? A lot of questions to discuss!


We also discussed the player’s behaviour in more detail. How does the combo system actually work? Can dodges be included in combos? Can the heavy attack be combined? How do we show the player the rhythm of the combo? What happens if you dodge into an enemy?


I also sat in on the artist’s meeting for artstyle and art direction. Having as good of an overview as possible is important, because I’ve taken on the responsibility to make sure people have work to do (mostly by directing them to leads, but if they are unavailable) and that everyone works in the same direction.


Overall the first day went as expected, many discussions and a lot of questions to be cleared up, but a slow and clear start will be rewarded later in the process.


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