Beck Sanders, Final Devlog Final
Over the course of this project, I was tasked with developing the dungeon map for the third and fourth levels of the game. That started with working with the drawn maps to get the basic size, layout, and blocking done with the map to make the beginning stages playable. After that, I passed it with the art team to begin that polishing over the development process. As coding developed the interactables, it was my task to insert them into the map. First, it was patrolling guards that would seek out the player, then it was throwable objects to stun the guards, then it was hiding spots. I was also tasked with adding the sound cues into the game as well as the background music to make the quiet moments actually feel alive. The most important thing I was tasked with adding to the map was the prince, the soul reason for the player to be down there. He was in the dungeon behind a locked door guarded by a dog and with another locked door between the prince and the exit. For the fourth night, I didn't need to change a lot to make the dungeon ready for the item hunt to get into the chapel. I got rid of the guard dog and added some special boose in the back of the map for the player to collect.
Files
Get Date the Prince
Date the Prince
Infiltrate the castle, steal your lover, and escape silently
More posts
- Patricio Blasetti Final Devlog14 minutes ago
- Elijah Anderson Final Devlog1 hour ago
- Bodie Allen Final Devlog21 hours ago
- Kyra's Final Dev Log2 days ago
- Art Team Devlog 125 days ago
- Luke Samuelson Final Devlog5 days ago
- Jacklynn Wild - Development Log Final7 days ago
- Aaron Holladay - Development Log Final9 days ago
- Art Team Devlog 1115 days ago

Leave a comment
Log in with itch.io to leave a comment.