To accommodate the many ideas being thrown around, we started something we endearingly called “mash days.” Once a month, the team would come together and present their ideas by implementing them. Some days we had developers proposing new art, others QA testers rewriting parts of the story. If we collectively decided that it’s a natural fit for Days of Doom – we’d begin work on proper implementation.
When it came to working on the game’s systems, we developed tools that allowed 2D artists to make changes to models, their animation speed, and timing so everything matches the SFX perfectly without a programmer. A map editor lets game designers balance the game at their own pace. This streamlined development lets people focus on their disciplines easily.
Lastly, when it came to combat mechanic implementation, we came up with ways to easily and smoothly interact with each other. For example, the Hydromancer has an AOE attack that applies different effects in different zones while also factoring in consumable effects and others. The adjustment systems we mentioned earlier were perfect for optimizing and implementing these effects with fairly few systems.
In the end, we’re very happy with how Days of Doom turned out. It was a great growing experience for our studio that lasted a little bit over a year and helped us rediscover new ways to help each other’s work shine.
You can experience the world of Days of Doom and reach Sanctuary on Nintendo Switch, PlayStation 5, Xbox One, PlayStation 4, Microsoft Windows, Xbox Series X, and Series S.