MGJ Winners Peacock Dreams on Work Placement: GAME UPDATE – NEWS & UPDATES – 02/08/2016

MGJ Winners Peacock Dreams on Work Placement: GAME UPDATE – NEWS & UPDATES – 02/08/2016

Tue 2 Aug 2016


This is the progress blog for team Peacock Dreams as they work on the game "Everything is Peachy" - From the Peacock Dreams original blog post here

“It’s been a busy few weeks and as we move into week 3 it’s about time we shared some of our progress with the outside world!

Just to quickly recap, in the 48 hour game jam we essentially created a proof of concept for the game, and as you can imagine it wasn’t exactly elegantly put together. Rectifying some of the issues that came as a result of this development style took a lot of attention and have now been fixed.

However this proof of concept has big dreams to be a fun, polished and playable game – this is where the design process became a bit more challenging. All four of us invested some time into outlining where we saw the game going in the future and at first this was drastically different, however we’ve come to a mutual agreement of exactly how the game will operate, along with a goal for the final product.

It’s an amazing opportunity to be able to take this project further and we would like to say thank you to Creative Scotland, Xpo North and Hunted Cow for all their help” – Nikola

“For the last two weeks my focus has been on concepting the visual designs for some of our new intended features as well as getting stuck into some animations for the robots and new base design. I want to make sure that all of the different states and actions of these core elements, the base and the robots, are visually expressed to the player while also injecting more character into the game. There are still a couple of animations I hope to finish up this week and then it will be time to move onto some of the new game play assets.” – Douglas

“For the past two weeks I’ve been working on overhauling the UI for the game and updating it. I’ve been focused on the menus and icons at the moment because there are a lot of them for the different abilities and hazards in the game. I’ve been working hard to ensure the icons for the game stand out but flow with the art style of the main game.” – Abbie

“The past two weeks has held mostly blocking out the basic functionality for the new features such as objectives and the “galaxy map” for choosing which level to go to. I’ve also had to address a lot of the issues and bugs that stemmed from the original prototype being made in only 48 hours.” – Henry