Sprint 4
Pre-Beta
Programming Department
The Save Game system was one of the biggest challenges for the Programming Department this sprint. The Alpha build had a number of issues that required there to be a proper save system implemented. The ending has been fixed so that player can start a new game afterwards without the game trying to load progress from an already completed version. There's now an options menu that allows for players to adjust the volume of the game. Longer Data logs now have a scrolls bar to move through text. Many of the placeholder tiles have been replaced with a finished tileset. The UI and timing on dialogue boxes has been altered in response to feedback. Lighting has been implemented in more scenes. Additionally, BioDive's Steam page was submitted for approval.
Art Department
The Art Department needed to have everything prepared for both the launch of the Steam page and the removal of placeholder tilesets. In addition to the creation of more set pieces, the art team worked to complete tilesets for both level 2 and level 3. Each level now feels much more distinct from one another through the implementation of these tilesets. Working with the programming team, additional lighting was added to many of the scenes. New assets were created for the Steam store requirements, such as the Library Capsule and the game's Library Banner.
Level Design Department
Level Design has been temporarily put on hold while feedback is gathered regarding puzzle difficulty and design.
Narrative Design Department
For the PreBeta, the goal was to have more of the story present within the game. This meant creating the script for the dialogue in Level 2, drafting the text for the game's 3 planned endings, and finishing up the Data Logs. The starting game dialogue was slightly tweaked. While completed, Data Logs 6-10 were unable to be implemented in time for the PreBeta build, but they are ready for the next Sprint
Audio Design Department
The Audio Design Department worked closely with the Programming Department to ensure that sound effects were properly implemented with the corresponding user interactions. Level 2's music was added to the PreBeta build and significant progress was made in the creation of Level 3's music.