Alpha ~ Week 3


Art - Recap 

This week the artists have been working on finalized concepts and beginning work on creating 2D and 3D assets. 

Work on the main player character and enemy characters has started with sculpting in ZBrush by Hayley. Most of the mushroom models are modular, using the same body mesh with variation being created by having different caps. By having them set up this way we can create more characters in a short period of time which is great for the short turnaround period we have for this game! 

We have our artist Holly taking the lead of the 2D sprite assets which will be used to build up the background of our 2.5D game. 

Our artists Jesse has also been hard at work doing some blockouts for our foliage assets , this really helps us get an idea of what our final environment might look like once its cluttered with an abundance of greenery !! 

Environment and some prop blockouts tasks have been completed by Azshwyn, specifically this blockout model of our forest heart asset which we are super excited about as its one of the main focuses of the game!  Having blockouts of all our assets is super helpful for a good workflow throughout the project, we have something in place to help our designers and programmers out and we can replace them easily when the final model is completed! 

Artists:  Hayley BrookerHolly ThompsonJesse Lazarro, Azshwyn Sibley.



Programming - Recap 

In preparation for creating our first blockout build our programmers have been working hard on the core systems for the game.


Lewis:

Burrowing now works with rotations.

First iteration of glow ability. Currently spawns a prefab and scales.

The glow ability uses a light and a collider to trigger environmental systems.

Nick:

Corrupted Mushroom AI is practically done. Includes Idle, Wander, Chase, Attack, Climb and Confused states. Still a little buggy, but mostly easy fixes.

Visual tools that allow designers to set chase and attack radius', as well as points that stop it going beyond.

Jazmin:

Bouncepad that accommodates increasing height

Passable one way platforms

Collapsible platforms & moving platforms controlled with waypoints

Poison puddle that causes damage over time to the player

Rain particle vfx

Nghia:

Game audio data can now save and load into UI/mixers.

A simple cinemachine camera to smoothly follow the player (or some target)

A camera shake with an adjustable animation curve.

A time slow effect that also adjusts fixedDeltaTime for smoother physics based motions.


Programmers: Lewis ComstiveNick ConnellJazmin FazzolariNghia Do

Get The Heart of the Forest

Leave a comment

Log in with itch.io to leave a comment.