Devlog 1: Kayla Tavares de Almeida: Project and Perforce
I don't have much to talk about this week as I am the UI Developer, so I didn't have many duties this week besides helping out. This week we had to work on getting our base project into Perforce and working on all of our devices. This was a struggle as none of have used Perforce before. We eventually got our project uploaded, but there were issues as our base project was not a C++ project. I decided to be the one to convert it over, and it went perfect on my end, and I submitted my changes. This, however, was not the case for my teammates. They were each getting different errors, struggling to get it to open. Eventually one, then two got it to open, but the others were struggling still. We eventually tried wiping the files on the two who were struggling, and after they redownloaded it, and it worked after a bit more troubleshooting.
Another thing we worked on this week was fleshing out our spell system, and I've created an extremely early design for the format of our HUD. Don't want to say anything on how things work yet as we aren't fully sure, but enjoy a look at our early UI concept.
Get SpellStorm
SpellStorm
Status | In development |
Author | codecrashers |
Genre | Adventure, Platformer |
Tags | Magic, Third-Person Shooter |
More posts
- Devlog 4: Sean Jeffries: Hiatus & Bug Fixes46 days ago
- Devlog 3: Kayla Tavares de Almeida: Spell UI and Cooldowns56 days ago
- Devlog 3: Rafael Vargas: Puzzling Problems and Pressure Plate Solutions56 days ago
- Devlog 3: Sean Jeffries: Spell Creation56 days ago
- DevLog 3: Andrew Sipes : Getting the Meteor Smart Casting Perfected56 days ago
- Devlog 3: Sandy Boyett: Boss Attacks, Ranged and Negate56 days ago
- Devlog 2: Kayla Tavares de Almeida: Health and Spells62 days ago
- Devlog 2: Rafael Vargas: Live, Die, Repeat62 days ago
- Devlog 2: Sandy Boyett: Enemy Mechanics62 days ago
- Devlog 2: Andrew Sipes: Working with Base Attributes63 days ago
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