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FMP: Recording & VO Session 2

With the deadline approaching, I set about recording the final round of voice lines for Scrimshaw. I had written out the next sections of the game, and confirmed with my sound artist a time to book a session. Sadly this time was 11pm-2am on Monday, giving little time to finish the sound mixing. After the […]

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FMP: Reworking & Updating Dialogue UI

Some of the feedback from the playtest suggested that the dialogue UI was a little subpar, both functionally and visually. The main points of feedback were: The elements of the dialogue UI were makeshift and ugly (Not done with visual rework yet, but in progress) The character always being on the left meant the conversation […]

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FMP: Playtesting & Initial Feedback

This post is written two days after I posted a playable build to itch. Given that this is only initial feedback that is incredibly apparent to players on first experiencing the game. First however I’ll detail some of the features I added to the game to be ready right before the prototype launched. Features Firstly, […]

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FMP: UI Rework and Workflow Update

Finally a visual update has come up on the dockett. A UI update has been in the works for about a month now, starting with a prolonged concepting phase. I cut short the concepting phase, as my resident artist had a tendency to get stuck in the details, attempting to perfect every element with animation, […]

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FMP: Sound Design & Foley Recording

With the imminent playtest session upcoming, the question of updating and creating new sounds for Scrimshaw came to mind. Given the fidelity I was hoping to achieve for the rest of the project, the sound design would have to match the quality of the other assets in the game, and for this reason, I reached […]

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FMP: Player Onboarding – Tone and Gameplay

With my planned playtest date approaching, I turned to considerations of player Onboarding. This entailed both tonal onboarding, the setting of a tone to be evolved or maintained throughout the game that would draw a player into the fiction, and mechanical onboarding, teaching the player the mechanics necessary to progress through the game. Tonally, the […]

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FMP: Planning To Avoid Crunch

As usual, I seem to have overestimated the scope of the project, and am planning for a reduction of scope in order to produce a complete cohesive prototype by the deadline on the 25th. I’ll list below some implemented and planned elements of the prototype, to better outline what’s in and what’s still needed. Implemented […]

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FMP: In Depth Narrative Design

With the previous Narrative Design ideals in mind, as well as the information gained through the writing of my Thesis, I set out to properly plan out the plot of Scrimshaw’s prototype. Firstly, I came across a new GDC video of Greg Kasavin and Darren Korb discussing narrative design in Hades, just my luck. Throughout, […]

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FMP: Overhauling Systems

I was in the middle of a regular procrastination session when I came across a streamer known as Healian, known for his silly hats and Hades speedruns. Between run sessions, he plays a variety of other roguelike games, of particular interest to me some new indie releases that are passed on to him by developers […]

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FMP: Progress and Narrative Design

Progress Significant implementation progress has been made since last post, so I will outline here the work that has been completed, and it’s connection to the project’s design, after which I will outline the approach to narrative design I will be taking in the design of the project. Water Material Given that the entire game […]