Only on my birthday do I find time to write in my journal. Writers gone write. #teamJournal #team904 https://www.instagram.com/p/CEu953qjl7s/?igshid=js0i7c7up7pr
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Only on my birthday do I find time to write in my journal. Writers gone write. #teamJournal #team904 https://www.instagram.com/p/CEu953qjl7s/?igshid=js0i7c7up7pr

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Week 12
For this second to last week, our team is slowly putting everything together for a complete presentable, playable game. The visual team have been working on finalizing, polishing, uv mapping, and texturing the game level and its assets within, as we have already have enough models and in game assets in our environment, given the limited amount of time and week we got to work on our game, we had to adjust and prioritize what are the most important tasks, in order to make our game as finished as possible and playable, instead of incomplete levels. In order to smoothen the experience of the players, we adjusted values for movement and controls according to the stress of the playtesters. Our team firmly believes that the finer details like movement and game feedback makes the game better to play.
We also focused on user playtesting and feedback sessions from a wide variety of games since our deadline is near. They were amazed, and taken away by the extra amount of polishing done in our game, they said elevated immersion was huge, based on more complete levels and proper texturing, therefore the gameplay experience more believable and enjoyable.
Week 3
In week 2, Rain Deer continued to iterate on the gameplay interactions, taking the new information from lecture to define the game modes, functional flowboard, and start working with the game engine. For gameplay interactions, we introduced two defining game modes for both players, adding another layer of complexity to the game that will keep the users entertained when there is no interaction between the players. Although we each have an concept of the game in our heads, we came together and fleshed out more details when creating the functional flowboard for every step of the game. For example, we finally settled on the defining winning play of each character while considering the imbalances between the power of each player. The round based rotating character gameplay mode allows us to experiment with more power towards a character than it is usually deemed enjoyable in other multiplayer games. For next week, the group will split the task of learning different components of the game engine and 3d modeling for creating the first prototype of Heist at the Museum.