Near The End!
Introduction
SpudLiminal, formally known as Hilbert’s House, is the physics-based puzzler that came to life the way my team and I foresaw it to be at its current stage 10 weeks ago when the concept got pitched. We regarded this idea as a joke since we needed another game idea. At the time (10 weeks ago), we were deadset on making a stealth-based mushroom-themed game, but SpudLiminal, where the player plays as a potato, quickly grew on us. My team and I consistently meet each sprint cycle to help empower our vision of SpudLiminal. We also meet outside of working hours to get to know each other and build relationships outside of a role on the team. so far, we never once encountered any issues of miscommunication or malicious intent from another. We are fond of one another's company; we habitually confide with each other when presented with roadblocks.
Core Idea’s Clarity
After sprint six of SpudLiminal, my team and I proudly closed our gameloop (enter room, encounter puzzle, solve the puzzle, acquire new ability, escape room). Players were now able, for the first time, to complete puzzles and unlock a newly acquired ability; which assists them in their escape with a dialogue system to support them with puzzle completion; it provided context to their environment. Utilizing that system, we want future puzzles and scenarios to enhance and showcase SpudLiminal's overarching narrative. Proceeding sprint six to sprint 9 (week 12 of the semester), we began refining and polishing SpudLiminal by encompassing multiple puzzle solutions and ways for the player to escape the room to ensure our gameloop is closed. Subsequently, through game testing, we were able to observe pathways players took in completing our current puzzle (analytics system), and it allowed us as a team to assemble new changes to either suffice more transparency or locate any unexpecting loopholes. Some of these discovered loopholes were patched or turned into an achievement to reward players in exploration (one SpudLiminal's design pillars) for using the game as a playground, sandbox-esque experience.
The Team Being a Team!
Everyone in Spud Studios (the team name) is working well together. Many team members assess their risk for current features they want to implement and any interdependencies it may require and tackle them with appropriate priority; While also communicating their struggles and components needed for a functioning game. At this moment, all that is essential to hone the homestretch is ways to facilitate visual feedback for grabbable objects in an immersive manner, sound triggers for the already implemented sound effects, and smoothing the player's third-person camera. My only worry for Greenlight last minute changes/merges into the final build. What if a critical gameplay object is left out, causing something in the room to look unfinished or potentially break SpudLiminal into an unrecoverable state? Despite my concern, my team is already taking action to mitigate my fears; the final build is one day before Greenlight (which gives us more time to find any lingering issues.














