Protyping: Building From the Bottom Up


The first day after receiving the creative theme for the jam our team went hard on hashing out how we would organize the efforts of 5 of us. We opted to go for (mostly) a bottom up style of development. When I say bottom up I don’t just mean starting with basic mechanics and letting the story develop out of that; I also mean the way we organize ourselves as a community of development and artistic talent.

Everyone has had an input, including our sound designer and our voice actor. This results in not only the programmer having tasks to do day one. But everyone was able to pick up tasks related to their specialization from day one, allowing us to execute on those tasks in parallel.

We laid out our goal for a minimum playable game, then we further cut that down into a minimum playable demo. The voice actor was consulted on character development, the sound designer set themselves to task designing a soundscape for the mechanics we designed. The animator and 3d artist collaborated to design extensive character devopment resulting in character sheet that describes the characters’ physicality and rough back-story, which has been sent of to a voice actor who will further inform and breath life into those characters feeding back into animation and 3d art. We love those kinds of feedback loops!

Our hope is that we will be able to build out a core game-play loop early and and iterate on that together, with work being done in relative parallel for the duration of the jam, with design decisions coming from the whole team across disciplines throughout the duration of development!

Since no one person is the sole “creator” of the game, our hope is that our game will truly be a creation from all of us to all of you! <3

Files

untitled-boss-game-linux.zip 19 MB
Version v0.0.31 Aug 14, 2022
untitled-boss-game-windows.zip 18 MB
Version v0.0.31 Aug 14, 2022
slowjam-3-2022.zip 31 MB
Version v0.0.31 Aug 14, 2022
untitled-boss-game-web.zip Play in browser
Version 7 Aug 14, 2022

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