Devlog 10: Production


The past couple weeks have been a little rough.  Me personally I haven't worked on the project during this time due to a combination of mental health, being away, and participating in design week.  I thought I would have time, but clearly underestimated how much time these other obligations would take up.  I think it would be a good idea for my group to go back and look at the risk analysis and review what our plan is for mental health.  I don't know about the rest of my group, but hearing about the strike was kind of the last straw for me and I don't think I can take much more disappointment.  The next month or so is going to be hard, and we should account for that.

One of my biggest worries at the moment is the lack of art and narrative in the game, so I also hope to talk to my group about priorities and get the game in a finished state soon.  We have many of the game's elements there but you can't win or lose, there's no complete loop.  What success looks like for our game includes being able to convey our message.  Right now, I think we are missing key elements to make this happen.  It's a little scary, but hopefully we can sort this out the next time we meet.

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