The team could not believe the time went by so fast. It is already the time for half presentation next week. In the half presentation, the team plans to come up with a complete first draft of the design doc that states every detail the engineers need to create the game inside the Unreal Engine. The team spends plenty of time working on the exact goal of the half milestone and figure out the exact game features that can be created in time. In the end, the team decides to implement all the basic game features including the 2D tactical map, battery system, 3D world and the first mini-game to demine landmines.
The priority of the team is on the tech part now. Engineers on the team work hard to implement features into the engine and ensure the remote network connection is stable and sound. All the movement in the 3D world will consume the battery according to different terrain. Also, there is a bar that indicates the interaction between the demining robots and landmines.
The batteries from the 2D tactical map can be freely dragged onto different robots and the mini map will show the robots’ positions in the world in real time. There are still a lot of features missing from the system. But for now, the team wants to get as many fundamental elements as possible to show the audience the general impression of how this game works.
In addition to tech, the art assets and design also has a break through. The team creates a digging robot to act as the funding module for all the upcoming robots in the game. Also, we have a detailed story board for guiding the engineers through what’s going on in the game so that the team can fluently go through the NPC dialogue system which is one of the most important features after half.
In addition, the team work out the first version of the UIs. For the UI part, the team wants to create a feeling of high-tech vision that shows the eDemining can be a possible solution in the future to replace the current expensive solution. The artist on the team will continue to work on the iterations of the UIs based on the feedback.
This is how the 2D map should look like with current design.
All in all, the team looks like it is ready for presenting its work to the audience from various places next week. All the members are excited to see what kind of feedback they will get so that they can embody the feedback to make this game more interesting than ever.