Design Team Devlog 9
Bodie- Since this was design's final pass at the maps, I left most of my time open for assistance in case any designers ran into game breaking issues. Admittedly, this ended up not being needed, the other designers were able to handle themselves very well. So while everything ran smoothly, this ended up with me not getting a lot of time on the board.
Riley- was sick
Mateo- This week I redid all the patrolling guards. Added models for the key to the next level. I fixed the level load for the prince’s quarters and added a level load out the window to finish the level.
William- Edited the map to fix broken guard patrols / rearrange items, made patrols more complex, added four more guards, patched a collision error in the throne room, adjusted patrol timings, set hiding locations to the correct orientation, and added collision planes to the ceiling so that thrown items behave as expected / removed easy out-of-bounds clips.
Beck-
Patricio- This week I organized the chapel map folder so that all versions are contained within this map's folder. I added throwable items to the map, so you can now fight the guards. I also implemented the level's ending. When you reach the bride's room, you can finish the chapel level.
Purple-
Get Date the Prince
Date the Prince
Infiltrate the castle, steal your lover, and escape silently
More posts
- Aidan Prehoda Final Devlog5 days ago
- Hunter McRight | Final Devlog12 days ago
- Riley Seufert - Final Devlog12 days ago
- Mateo Vargas Final Dev Log12 days ago
- Logan Westerbeck Final Dev Log12 days ago
- Elian Aguilera Final Dev Log12 days ago
- Caitlyn - Final Devlog12 days ago
- Christian Allison Final Devlog12 days ago
- Hezhen 'Lu' Wang Final Devlog13 days ago
- Patricio Blasetti Final Devlog13 days ago

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