Blog Posts

Keep up with our progress so far! Check out our weekly blog post in the list below.
  • Postmortem

    Postmortem Overall, QuestLine was a very successful project in our eyes because we were able to complete our 4 area design, execute high-quality art, as well as go above and beyond our initial programming abilities.  In regards to design, we iterated on the level layout countless times as feedback was implemented. Although, with our time…


  • Week 14: Festival and Finals

    Week 14: Festival and Finals

    We’ve accomplished so much this semester, more than we anticipated. The final week was a testimate to all the work and love that we have put into this project. Thank you to our project instructors Ruth Comley and Ricardo Washington for advising us throughout the semester. Also a very special thank you to Ketul Majmudar,…


  • Week 13: Softs and Thanksgiving

    Week 13: Softs and Thanksgiving

    This was a short week because we had Softs on Monday and then we’re gone for Thanksgiving break. After that, we will be in the final week of development, preparing for festival and our final presentation. Softs We’re grateful that we got a large number of faculty member to test our level during Soft. They…


  • Week 12: The Last Push

    Week 12: The Last Push

    With Playtest day behind us and Softs on the way, QuestLine is preparing to mak our last effort to complete this project. From Playtest Day, we got a lot of feedback about our design and found some bugs. This week will be dedicated to major bug fixes and polisihing off the end of the level…


  • Week 11: The Final Boss

    Week 11: The Final Boss

    As the semester drags on, we find ourselves almost at the end of our project. We have only 3 weeks left before our final presentation and 1 week before Softs. Softs is an all day event similar to playtest day, except instead of showing our project to invited guest, we are presenting to faculyt members.…


  • Week 10: Playtest Day!

    Week 10: Playtest Day!

    This Saturday, QuestLine participated in ETC’s Playtest Day. At this event, people are invited to come to ETC and playtest the projects that we have creaeted this semester. The event is essentially 12 20 minute consecutive playtests. Build Updates In preparation for playtest day, we added a large collection of build updates. The goal was…


  • Week 9: Playtest to Refine

    Week 9: Playtest to Refine

    This was a jam packed week with playtest, workshops and development oh my! The team is continuing to chip away at our MVP and we keep testing along the way. We are also preparing for saturday playtestday and our own stealt-lovers playtest. The Player Character Let’s start with this week development. Since we only have…


  • Week 8: Making a Plan

    Week 8: Making a Plan

    Welcome back! Well at least for us. Last week was our fall break so develop was very slow. However, we happy to jump back into the project and continue with development. What do we have left? There were a lot of meetings this week with our project instructors, our SME and internal amongst the team.…


  • Week 7: Halfway There!

    Week 7: Halfway There!

    The time has come! On Monday, October 7th, QuestLine present our Halves presentation. Halves is a mid-semester marking point where project team present to the entire faculty their progress. The main goal is to show the faculty that you’re on your way to delivering a product. Our Presentation: Since our project has a lot of…


  • Week 6: Adding to The Build

    Week 6: Adding to The Build

    Now that we’re on week 6, we’re closer and closer to the halfway point and the end of the semester. This week, we worked more on finishing up our player verbs, UI, VFX, and large environment art assets. Mechanics Both still a little buggy, but we’ve added a crouching feature to the game. Crouching is…


  • Week 5: Playtesting and Beyond!

    Week 5: Playtesting and Beyond!

    This week we had our first playtest at Hunt Library on Carnegie Mellon’s campus. We collected a lot of feedback and took them to the drawing board! We’ve then created a new list of features to implement before out next playtest. Playtest Feedback: We got to playtest with Six people and the general feedback was…


  • Week 4: How to make a prototype

    Week 4: How to make a prototype

    During this week, the team has been starting build out major components of the game. We’ve created the level block outs for the two inner parts of the Vampire temple as well as the basic functionality of out two main mechanics; Shadow Step and Sixth Sense: Sixth Sense: Sixth Sense (Holding Alt) : Enhances the…