Brad's Devlog



Week One - Day 1 We spent concepting A necromancer top down army building game looking at references for what to implement that similar games are missing.

Week One - Day 2 - 3 I spent time in class creating moodboards and colour palettes, then later in the evening I started on creating the environment.

Week One - Day 4 - 5 I tested the environment in game and received feedback from my team to make sure the colours worked with the characters.

Week One - Day 6 I made changes to the environments colours as they were too bold in comparison to the characters.

Week Two - Day 1 I started concepting and creating the UI for ingame, main menu and the win/loss stats. I started with the buffs ingame first trying to showcase to the player what they did by just a logo.

Week Two - Day 3 People playing the game understood all of the UI as I only changed the colours slightly to blend in with the game better.

Week Two - Day 4 I started on the main menu and I had used the soldier's head to rain down in the background changing from red to blue as it showcases the transformation process of the enemies in game. For the win and loss states I used the same idea except if you lost it’d switch from orange to red and green to blue if you’d won.

Week Two - Day 5 We did game testing and found out that you could cheat your way through the game.

Week Two - Day 6 We increased the difficulty of the enemies as well as adjusting the damage buff for the player to do less damage.

Week One - Day 1 By making the game hard we'd made it nearly impossible to complete the boss stage so we decreased his health and found that it was still challenging but completable determined on the size of your army.

Leave a comment

Log in with itch.io to leave a comment.