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Showing posts from March, 2021

Deep-Dive In Design

  Rings of Hell Deep-Dive In Design Welcome back to Hell! Let's dive right in, shall we?     It has been a marathon of a sprint for the Design Team, as our designers have been slaving away from concept to concept and iteration after iteration. The focal point of today's content update is centered around the Rings of Hell Hub Area; as if the glowing, imposing, and menacing giant skull was any indication! (A dead give-away, if you will!) The Skull itself will serve as the entrance to the Wrestling Ring Arena, which was previously featured in our iconic combat gameplay demo from our last update. But, there is no need to worry! There will be more to show for the combat, soon! In the meantime, maybe pick up some Bad Clothes and stop by Spicy Food Hole for the best deals in Hell! (In fact, these are the only deals in Hell! Haha!) Or, perhaps take a walk upstairs to enjoy the view! (Who knew a cave could be so scenic?!) Don't get too comfortable, though, Champion. Trouble i...

Vertical Slice

  Rings of Hell Vertical Slice By: Usual Suspects      Vertical Slice      These past few weeks have been a major crunch for the team as we prepared for our first major milestone: Vertical Slice presentation. For readers unaware of this scrum & game development terminology, a vertical slice (VS) is a milestone and deadline that emphasizes demonstrating progress across all components of a project (Capstone, in our case). Like layers of a cake, a Vertical Slice consists of multiple components "layers" such as the User Interface & User Experience (UI/UX), the Service (in our case, this refers to the Gameplay, Combat, & Narrative), and the Data (a collection of metrics & analyses based on our administrative processes & organizational structure). Below is a deep-dive into what the hell we have been up to, so get ready and get HYPED! (Imp Head Audience HYPE meter) All Things Art (Rocks, Rails, Skulls, Chairs, Jumbotron, Arena, and al...