BUGS, BUGS EVERYWHERE

After I reflected over my last post I realized that you would probably don’t know who i was if you read that post, so, let me introduce myself.

I am Philip, the lead designer for group Dragon, I worked on the concept document Samsara and is now working on creating a game out of the concept spirits of the shogun. I find that this concept is both interesting and challenging to work with. Due to the lack of depth form the concept document we had to come up with a few things for our game on our own.

So, last weeks’ introduction is over, now to this week. Since the play-test was this week most of what has been done was correlated to the feedback that we received from the people that tested our game. Most what my job this week has been was bug finding and fixing/reporting. The reason I did not fix all the bugs myself, was that I might cause problems for the coders when they realize that something is wrong with their code. Instead I fixed the problems that could be either fixed via Unity’s interface or just change a variable from one number or another.

than the things that I could not changes because it would take too long was passed to the party that has the problems as their main area of work. So was there any problems with this weeks’ work? Well if you take away the fact that I have been sick the entire week everything went smoothly and with no major issues.

 

Why did I do this then? We thought it appropriate to fix the issues with what is mainly for the alpha and since the alpha is this week fixing it sooner rather than later is the best choice of action. So, the main reason why we fixed bugs this week was because of the alpha.

 

So, on that bombshell I end this weeks’ blogpost, next week we can start working on the beta and I’m excited, see you next week!

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Philip Hagberg Enea

 

About Philip Hagberg Enea

2016 Game Design