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Category: Capstone

Down to the Wire

It’s already April and to be quite honest, I’m not sure how to deal with that. It seems as though my final semester of college is going by so fast that I’m barely able to make time for anything anymore. Enough about my life, though. Let’s do a little talking about Sword of the Sorcerer. Three cheers for being ahead of schedule! Believe it or not we actually seem to be on the fast track to finishing up everything that needs to be done! I know, it’s exciting, but that doesn’t… Read more Down to the Wire

Crunch and Cheese Time, Baby

For the past week and a half, we’ve been in some major crunch time, which is actually not really something that we’re used to. Magically, we were able to avoid a lot of major crunch last semester through two different weekly work sessions. However, with the feature lock fast approaching on the 12th of April, we’re now rushing to get everything listed on our feature list implemented in time. That said, we’re not really feeling like we’re under all that much pressure, surprisingly. We’re still managing to get our work… Read more Crunch and Cheese Time, Baby

LAME-A-SAURUS

Some people might say that the title of this blog post seems rather unprofessional and to be honest, I’d be inclined to agree with them. However, I feel as though this is a decent outlet for venting when it comes to capstone and senior game stuff. So buckle up, fair readers, cause it’s gonna be a wild ride…..or maybe not, I don’t know. Please don’t leave. Anyways, let’s take a quick look back. For those that have read my older posts regarding capstone game development, you’ll know that last semester… Read more LAME-A-SAURUS

GDC and More Progress

So I went to GDC this past week for the first time ever and let me just say that it was awesome. Sure, it cost a ton of money, but I made so many connections and learned so much awesome stuff from all the different sessions and talks that I attended and all the great developers I met, indie or otherwise. In the future, hopefully even next year, I’ll definitely be back here. The connections and information that can be gained are invaluable and I’d say that coming here has… Read more GDC and More Progress

Ëasygoing

Hello again, my wonderful readers! It is I, Chris Jeffery, back with some more news about our game and its development. It’s been a bit of a busy week and we’ve added some cool stuff into the game! First off, we’ve added Sparklebitch, the warhammer that I mentioned in a previous blog post……..at least I think I did. We’ve got it in the game, working well and it looks absolutely fantastic! Hats off to our prop artist Andrea Leimer for her awesome work on the new weapon and some more… Read more Ëasygoing

Taking a Step Back

This past week has been rather eye-opening for us a as a team. I’m going to get right into it and tell you all exactly what’s going on through my favorite medium, bulleted lists! Well, at least the list will come into play at some point within this post. Anyways, we’ll start with testing. We had our first QA session for our game just last night on Saturday and it didn’t really go to well at all. The game was the buggiest it has ever been during a QA session, so… Read more Taking a Step Back

Keep On Chuggin’

This past week has been quite the adventure for us! We’ve had ups and downs but luckily it was mostly ups this time around. To give a bit more info, we’ll talk about some of the things we’ve decided upon with the game so far. Some of these may have been mentioned (in passing) in my previous post so if they have, please bare with me. First of all, looking back at last semester, one of the biggest things that people didn’t really like (including us) was the tutorial that… Read more Keep On Chuggin’

Moving Forward

We’re still going strong! This past week, we accomplished a pretty good amount and came up with some pretty great ideas for the game! First off, the level will be over a massive crater with a tutorial having the player advance upwards towards the actual level. In this way, we incorporate gameplay integration into the tutorial and we also take some pressure off of the environment artist for now. Just as well, we’re about ready to add second weapon into the game, which is a warhammer that we’ve lovingly called… Read more Moving Forward

Let the Battle Begin!

Yes, my last post wasn’t a full week ago, I know, but it’s because I was behind on these first two posts. Let’s just pretend the post before this was from last week, huh? Great! Anyways, we’ve finally had our first group meeting and our firs Sunday work session as a team and both went really well. The meeting was basically us just getting to know one another (for those that didn’t know everyone) and to speak about the direction that the game is going in. We’ve also spoken about… Read more Let the Battle Begin!

Back at It Again!

Hello once again, my loyal readers! Chris Jeffery here once again to bring you updates on the development of our senior capstone game, Sword of the Sorcerer! This will be a bit of a short post compared to ones in the past but there’s still news to go over. First off, we’ve gone from a team of four people to a team of 10 super talented individuals! While we haven’t yet had any work sessions, I know that each of the new team members has a monstrous work ethic and I’m… Read more Back at It Again!

Capstone Post-Mortem

It’s been one hell of a semester and a whole lot of things have happened, some good, some bad. I’m here again to post my final blog-related assignment for senior capstone which is the Post-Mortem for the class as well as for my game and team at large. So, let’s take a look at some things that went right and some others that may have gone horribly wrong. First, let’s start off with something simple, where am I now? Well, the easiest answer to that would be that I’m in my… Read more Capstone Post-Mortem