Sprint 7 (Feb 23 - Feb 27, 2026)
Documentation Week!
Sprint #7 2/23-2/27 - Documentation Week!
Production Goals for the Week:
| System Goals | Asset Goals | Documentation Goals | Playtesting Goals |
|---|---|---|---|
| Polish and debugging | Tweaks/adjustments based on playtesting feedback | Website fully formatted | QA Testing: what major or minor bugs, issues, and tweaks remain? |
| Marketing: materials gathered/complete |
The second to last week of the project was definitely a huge crunch to finalize as much as possible. The tech team worked overtime to complete a wide range of tasks. To make general development easier, we added colors to our Godot folders. We refined player movement and added acceleration and cooldown to the leaf dash. We also adjusted the speed at which bronze pipes launch the player out of them and disabled player movement immediately after getting launched from the pipes. To make cutscenes better, we added additional cutscene camera features and made the player movement scriptable for cutscenes. We also fixed a lot of bugs in the interact system, the screen transition system, and the cutscene system. Additionally, we implemented a ton of decor such as tiles for platforms and door variants. We also added architecture to many of our new rooms and standardized room effects and decor across existing rooms. Lastly, we made a hard reset button for the game state and implemented a save and load system for the game.
In terms of design, we had a lot of ground to cover to make up for some of the setbacks we faced. The team worked hard to both draft, design, and implemented many rooms such as the following:
- Boss Heater/Level
- Tutorials (grab & enemy)
- Ambush survival
- Intro hallway
- Maze room
- and more!
We also had a hard push for art assets as well. Our contractors made wood and stone floor patterns and floor tiles. They also created particle effects to better distinguish the wind gain and wind drain zones. Additionally, we received sketches of the Fenn (main character) idle animation and the Winston (antagonist) walk animation, as well as the first draft of the council chamber door. We also created a game banner using the logo and images from the game.
Audio and narrative were further refined this week. We updated the instruments on our music tracks, fixed some inconsistencies in the footstep sounds, scripted all the cutscenes, and finished adding BB Code to the dialogue. Towards the end of the week, the team ran our last playtesting sessions of the development period, too.
Because this week was documentation week, we had a huge push to revise, finalize, and summarize a lot of our documentation to put on our website. We did a huge compilation of images and documents to be displayed on the website and summarized all major areas of the game. We also worked on an elevator pitch and extended summary of the game as well.
Check out the release from this week! Release 6
About Project Misfits
We are a team of students from Worcester Polytechnic Institute who are working to make a 2D puzzle platformer in just 8 weeks.
