Week 3

This week Critical Reaction development was all about making the game feel real, not just an idea.

We didn’t change anything in the game design document itself. The core idea works, so instead of rewriting things, we focused on how the game actually looks and flows. Most of our time went into building a wireframe prototype of the major screens and the basic HUD.

We wireframed the main menu, a co-op player setup lobby, the Benzoic Acid campaign map, and a level briefing screen that explains the objective, tools unlocked, and a quick hint before you join the game. We also sketched out in-game HUD views showing the global delivery timer, product progress (e.g., “Benzoic Acid Crystal 10/50g), player indicators for P1-P4, and alerts like overheating warnings. Finally, we laid out level fail and complete screens and the Options menu.

After completing the UI flow, and prototyping the game, we moved over to project management. We set up Jira tasks so the project is planned and actionable. We broke items into a few different Epics, which should make it easier to track where each system is.

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