As much as I’d like to follow SCRUM in the development of Smack!, we couldn’t. So instead of calling it a Sprint Planning, I’m calling the meeting Smack Planning! ๐
Photos below are what Mark, Uriel and I drew for the planning of Smack! If you’ve been checking the SVN repository, you now know that Smack is already in it’s 10th revision (disregarding commit counts on art/sound assets).
If you are interested in playing a very early alpha version of the game, you will have to compile Quixie from the repository or the game won’t run smoothly as we have been fixing Quixie as we bump into random bugs — in short, KonsolScript v0.3.1110 is still buggy. Eek!
This first photo is where we were deciding if falling off the platform would penalize for life — given that what’s currently implemented is that there’s seconds of delay before respawning. Btw, wrap-around world has been implemented. This means the exiting from the left side of the screen will make you reappear on the right side of the screen. Final decision, life is penalized.
This next photo shows our agreed Stats distribution among the five main characters of the game — using the pseudo-planning poker. ๐
Sorry for the quality of the pictures. These were taken from my 2 Mega Pixel company phone. ๐
In case you haven’t met them here’s the pre-final look of Kisi, Wilber, Tux, Kit, and Gnu — the mascots from KonsolScript, GIMP, Linux, Firefox, and GNU. Although Kisi and Tux has long been finalized with the help of my colleagues and MoikMellah from OpenGameArt.org community.
One of the decisions made was to make the first pre-release by mid November. Just in time for KonsolScript’s 6th birthday. The release would consist of 2 playable characters, mainly Kisi and Tux. Possibly on 2 available maps and a couple of basic Melee weapons.
~creek23
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