Dev Log 2 - Production



In the past two weeks, I have accomplished the structural layout of the first level, Victim's Apartment, along with the necessary material designs and metrics. Currently, I am in the process of preparing assets, and while the repetitive nature of the task is evident, the sheer volume required poses a significant challenge for our four-person team in terms of both complexity and time consumption. Consequently, I have decided to expedite the process by sourcing some materials online for free.

To streamline the development and ensure a timely completion, I aim to have the scene for the first level fully constructed before the next testing phase. This milestone not only marks the successful execution of the initial level but also establishes a foundation for the subsequent level designs.

Despite the intricacies involved in material preparation, the strategic use of freely available online assets will alleviate the burden on our team and expedite the development process. This decision aligns with our goal to efficiently deliver a polished gaming experience. With the completion of the first level, we anticipate a smoother transition to the subsequent level designs, fostering a more seamless and productive development pipeline. The comprehensive execution of this plan will be pivotal in ensuring the overall success and timely delivery of our game project.

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I know all about utilizing free resources. I'm also going to design the two levels after that. For the floor plan of the rooms, I'm going to refer to some realistic decorating plans to make a reasonable room layout. The rooms in the game must match the personal style of the homeowner in order to make the player feel more immersed while playing.

Your approach to tackling the asset creation challenge for the Victim's Apartment level by integrating free online resources is a practical solution that many small teams can learn from. It highlights an effective strategy for balancing the demands of detailed game development with limited resources.

I'm curious about your process for selecting which assets to source online versus those you've decided to create in-house. How do you ensure consistency in quality and style with your original designs? Additionally, how has this strategy impacted your team's workflow and project timelines, especially considering the need for customization of external assets?

It would also be insightful to know what key lessons from developing the first level you plan to apply to subsequent levels. This could provide valuable takeaways for others in similar development stages.

Your pragmatic approach not only showcases adaptability but also underlines the importance of strategic planning in game development.

It's good to hear you are trying to use free assets online its usually the easiest way I found to get assets maybe used once or twice within a game so the team doesn't have to make them or well a solo developer has to make them. I used to do it a lot with the various projects I made in my previous course I have spent a lot of time on sites with free 3d models and even more trying to make them work for my project lol