Alpha ~ Week 4


Hi folks! Welcome back to our development progress log, this week we continued on getting everything that will be in the game developed to a placeholder or ground work standard so we can build up everything at the same time throughout production so we don't forget to implement any aspects of our game! 


Art - Recap

The past week our artists have been continuing work on first pass iterations of assets which includes blocking out environment assets, characters and beginning to sketch out sprites. We’ve been trying to wrap up all our blockouts so we can move on to creating finalized modeled meshes as soon as possible so we have a lot of wiggle room for extra polishing towards the end of production! 

Some of this work includes more character sculpts completed by Hayley. They also made a quick ZRemeshed mesh (to reduce the polygon count for engine optimisation) and ran it through Mixamo to rig and animate it so the programmers could replace the capsule they had been using previously to represent out main character! 

Holly has been working on some super cute blockouts for NPC mushroom houses which we want to dress the mushroom village up with, they're going to look so cute surrounded by our mushroom NPCs!! She also threw together a quick blockout for our vine assets~

We had Jesse block out all our particle systems that are currently in our asset list, they’re not final effects yet but they already look so lively and we can't wait to see them finished and in action. He’s also been working with our designer Paige and programmer Jazmin to plan out and design our GUI but we don’t have anything to show on that just yet 

Artists:  Hayley BrookerHolly ThompsonJesse Lazarro, Azshwyn Sibley.


Design - Recap 

  • Map layout

Brodie and Charlie have planned the layout using the legend scale and map layout. The middle section at the moment is all we have done. 


  • Greyboxing basic map

After some planning Brodie created the greybox layout in unity ready to add the platforms and other mechanics

Artists:  BrodieMaddrenCharlie BrazilPaige DowsettZachariah Narvarro-Bustos, Bilal Jilal

Programming - Recap 

Our programmers have been working on creating a playable build for the Heart of the Forest. We’ve been focusing on bug fixing the Player as well as working on enemies and platforms for the player to interact with.

Lewis:

Making Player stick to moving platforms. After further investigation, the glow trigger is being seen as a ground collider and interfering with platform detection (fixed).

Glow now has cooldown with overheat mechanic, preventing player from using it while overheat cooldown is active.

Nick:

Implemented Tooth enemy.

Jazmin:

Graphics menu WIP

Passable platforms.

Collapsable Platform.

Shrinking Platforms.

Moving Platforms.

Nghia:

Added basic key rebinding functionality for keyboard and gamepad. Rebound keys can be saved/loaded.


Functionality for cutscene camera switching.



Programmers: Lewis ComstiveNick ConnellJazmin FazzolariNghia Do

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Thanks for reading this weeks devlog! Keep a look out for next week's post along with possible early builds of our game that will be released incrementally up until our release to receive player feedback! Remember, 'Heart of the Forest' releases early December 2022!! 

 - LittleRedCap Studio Team 🍄

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