Slime’s Up!
In the final week of our project we were very focused on ironing our any last details of our project. Making sure we had the latest assets included in the build, adding finishing touches and even checking off a few […]
In the final week of our project we were very focused on ironing our any last details of our project. Making sure we had the latest assets included in the build, adding finishing touches and even checking off a few […]
After finishing up a vertical slice of our experience last week; the first island; and having playtested it at softs, it was time for our final stretch. We focused on two major things this week – to add more content […]
In preparation for soft opening we spent most of our time polishing down one small piece of the experience. While we had big dreams of expanding our focus to include additional rides, more types of slime, more islands, we took […]
The week before our soft open is always a bit of crunch time. It has been particularly challenging to evaluate what kind of progress we can expect week to week as we are encountering more and more bugs. We have […]
Our week started by continuing to integrate the different elements of our game. The gestures were in a good state and it was time to develop a tutorial to teach the gestures. We tried out several different prototypes. Playtesting with […]
After having gone through a very rapid de-scoping process, we started on trying to build a very simple MVP. We need a single loop of gameplay so we started by thinking about what the current core of our experience is. […]
This week we came back from spring break and GDC with a lot of energy and plenty of things to do. Although we had only spent a little bit of time working over spring break and GDC, we did have […]
The week of Halves was spent trying to wrap up our prototype and resolve as many issues with our fluid molding process as possible. On Monday we had our first playable demo with both AI and molding working within the […]
We spent much of our time this week trying to resolve core issues with our prototype prior to halves. We were able to get Flex working more smoothly after we switched to a computer with better GPU. We saw significantly […]
Last week we spent most of our time playing with tech to test what plugins available out there can help us achieve our slimey dreams. We decided to go with a combination of Nvidia Flex and Vertexmotion. Flex would we […]