Well, Spellbook Rush is starting to finish up. Work has shifted from systems and levels to implementation and marketing. Instead of working through development issues with the design at our meeting, we developed the storyboard for our team reel.
The process is not something we are used to doing. We have been lucky to have been working well within a conscious scope throughout the whole project. Beyond that, we have been lucky to have everyone deliver relatively on schedule compared to what we need. We had some hiccups working through some of our books, but as a whole it has been as smooth as I can hope on a project.
Because of where we are in our project, I had to prioritize some of my other work. I had a design test to finish and some other projects to work through, so they ended up taking a large deal of my time. Though I was still able to be productive throughout the week.
Part of my shifting duties have been away from design and closer towards my role as lead, producer, and part-time programmer. Keeping everyone on schedule and focused always surprises me in how much time it takes, but it is very necessary. Further, I have had to spend time meeting with our professors as we will be showing off our game this Saturday and we need to set up a proper area to have it play tested. Further, the time spent coordinating the poster and team reel is most certainly not something I am used to, but is also a welcome change to what I have been doing recently.
As far as technical work, I have been implementing our new UI and UX items. This includes menus, tutorial splash screens, fonts, etc.. A little busy workish but it means a world of difference to the player and is definitely worthwhile. My main goal is to get as much in as possible before Saturday so that the players have a very nicely contained experience. We'll see what I can do. I am optimistic players will have a good time though. The little things can just add up and cause problems.