Guilded – Week 6

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Guilded – Week 5

This week went really well. As far as designer work went, we mostly finished up the first part of the tutorial and got a lot more deeds and quests written. My work was fairly simple, and I spent a lot of my time playtesting and preparing for the next week’s sprint planning and meeting, since the lead producer will be off at PAX during our normal meeting hours. On top of this, I started prepping for our trailer with another designer and the secondary producer. We brainstormed a few ideas, got the team’s feedback, and came up with a super quick layout of requirements and a basic flow. If you’re interested, you can see it here.

A big change that happened this week was everything in the game was transferred over to a new scene! The lead artist had created a new town last week, and this week it was fully implemented into the build. Now everything is running off of the new scene, and it includes some great new buildings that will have systems attached to them later.

Of course, there was more done this week, but nothing was as large as the stuff already mentioned. We’re planning on having a pretty big meeting about spring break and GDC, which are back-to-back for us, and how that will affect our productivity and work schedules. We already have it planned out in production docs, but we need to create and distribute work for people who can work during those two weeks.

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Guilded – Week 7