Alpha ~ Week 2


This weeks production work in each discipline was focused primarily on the documentation and planning for the game, with some people creating concepts here and there to help support or convey ideas and lay down some solid groundwork for the weeks to come. 

Art - Recap

This week our artists worked on some concepts for our NPC character ‘Corrupted God), the designs were inspired with folklore and guardians of nature in mind. Its design is sort of a hybrid between a human and something that is not quite so. 

The artists were also working on developing an asset list for all the pieces needed in the game, broken down into categories such as: 3D Models, 2D Assets, Animations, Particles, GUI etc. This was helpful to ensure that all assets are accounted for when we begin working on blockouts and finalised art! Our goal over the course of the next week is to begin blocking our said assets and get the ball rolling on crunching out art

Artists:  Hayley BrookerHolly ThompsonJesse Lazarro, Azshwyn Sibley.

Design - Recap

This week the designers mainly focused on environment concepting as well level design. The main area has been designed and is now being blocked out to be used and tested in Unity. All the sound assets we currently need have been listed down as well as extensive research into different enviroments for our game.

Designers: Charlie Brazil, Paige Dowsett, Zachariach Navarro-Bustos, Brodie Maddren, Bilal Jilal. 

Programming - Recap 

Our programmers have been busy prototyping the core mechanics and systems of the Heart of the Forest. These include the player controller and the player’s core abilities, the enemy AI, the main collectable of the game (Heart Fragments) and the audio manager.

Here's a test for our player interaction system, completed by our programmer Jazmin! (Little pill shape represent our player character while the sphere and cube represent interactable objects in the environment) 

Another example of this weeks programming done by Nicholas, a state machine for enemies and NPC's for the idle and wander states. He also worked on an editable gizmo for easy editing 

there was workd done on a player controller that conserves momentum where possible and attempts to achieve similair results to that of other acclaimed games in the platforming genre! 

Also worked on implementing the players glide and burrow abilities, done by Lewis 

Some work was also done by Nghia on the audio manager! 

Programmers: Lewis ComstiveNick ConnellJazmin FazzolariNghia Do

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