Mops & Mobs: Dev log for the week from 26-06-08

Friedrich:
I added an optional two-column layout for dialog choices - this improves two or three quests, and it was easy to implement. I like little stuff like this. Other than that it was the daily grind as usual: a bit more dialogs for a bit more quests. But I also play-tested the whole quest line of the third chapter (again) and noticed a lot of small bugs and inconsistencies, so things didn't progress as far as I would have liked. But at least the goblins have a toilet now. And I integrated the latest batch of sounds from our audio guy Florian. A forge is noisy, who would have thought?

Jana:
Quite frankly, this week I didn't put in much into the game directly. Doing marketing, communications and planning sometimes feels so unproductive. Because of the German showcase and a bigger meetup of German developers, I thought about how to communicate our game better, about images, words, genres, similar games, etc. Pondering about where to submit the game (Steam festivals and such), analyzing what was good for us and what wasn't (and why!). Therefore, I started to work on the German localisation this Thursday. Something I should have done BEFORE we were in the German showcase… but you can only fight so many battles. So for me, this week sucked, but it was THE BEST whishlist-wise. Which is want you want as a marketing person.

Wishlists! Leaving out the y-axis on purpose - looks more magical this way.

Patrick:
I structured the different areas of level 4 in Godot this week. I also started to try out some wall and floor textures. It will be a very muddy area. Oh, and I made a color palette that looks kinda dark but also very wholesome. :D