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Space Supernova

Sprint 2

Space

Pre-Alpha

Changes in Workflow

The second sprint saw a major change in the scheduling as we transitioned from the winter term schedule to the spring term schedule. Instead of working daily in class for 3 hours, we now had class twice a week for 1 hour and 40 minutes. Additionally, we had to adjust to the addition of other courses during spring term. To reach our goals, we needed to work more individually outside of the classroom. The sprint was also a much shorter period of time than our previous sprint,

Night Skies

Programming Department

A big focus of this sprint was fixing many of the errors from our previous build. Additionally, there was the daunting task of getting the mirrors in Level 3 to work properly. The transitions between scenes of the game needed fixing as well, as the player needed to be able to transition back-and-forth between the levels. The programming department also needed to implement features from the previous sprint, such as sprite animations, UI elements, and sound effects.

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Sample of Code
Sample of Code
Sample of Code
Radio Telescopes

Art Department

BioDive Small Capsule Art
BioDive Capsule Art

The Art Department, for this sprint, set out to create a new logo for the game. Along with the new logo, there was also the need to create capsule art for the steam page as we were now able to modify the store page for BioDive. Within the game, there was also the need to further detail the tile sets for Level 1 and Level 2. One of the largest tasks for the internal art was creating the cut scene animation for when the player interacts with the elevator. The cut scene was not something that could be implemented during this sprint, however, the animation for the elevator was finished for the next sprint.

Elevator Going Down Animation
Moon

Level Design Department

The Level Design Department was essentially finished with work, aside from making a minor adjustment to the Level 2 Hard Puzzle, as it was broken in the previous build. The entire game has levels and puzzles built from start to finish. The focus now is just on having them implemented and monitoring feedback on puzzle difficulty.

Narrative Design Department

The Narrative Design Department focused on fleshing out the setting along with creating the collectible data logs. Notably, for the intro cutscene, a modification was made to reflect the creation of the data logs. B3-4K's ship is now "Perseus 6" rather than "Stevedore 6." Additionally, B3-4K was given a background along with a transcript of the distress signal discussed in the opening cutscene.

Datalog 1
Datalog 2
Moon Clouds

Audio Design Department

The goals of the second sprint were to have the music for Level 2 finished as well as recording a voice-over for the opening cutscene. While these are completed, they were not able to be implemented in the Pre-Alpha build of BioDive

Outcomes and Release

Try it for yourself

Windows

Mac

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