Alpha ~ Week 6



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Hi folks! Welcome back to our development progress log this week we continued work on assets and elements that we have already implemented and working through the pipelines needed to complete things

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Hayley spent the week continuing work on retopologising all the characters for the game, resulting in having under 12k tris shared over all characters. The highest poly character, our tooth mushroom, weighing in at just over 3k tris (3122 tris!). All characters were unwrapped into one UV set, map size of 2048 and texel density of 2.7and are now ready for rigging and baking / texturing! 

Holly worked with our designer Zachariah to make some level concepts using the then current greybox of the level but since then some changes have been made to the map layout. She also worked on retopologising, uv unwrapping and baking the God statues that will act as our waypoints/respawn points in the game. She also put together a test scene using all our blockout assets for a developers events where we got lots of feedback from! 

Jesse has continued making making some concepts for our GUI, last week he created some new concepts for the main menu screen and player life icons as well as creating some more cursor concepts based off feedback 

Azshwyn has been continuing work on the platform assets in ZBrush

Artists:  Hayley Brooker, Holly Thompson, Jesse Lazarro, Azshwyn Sibley.

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Brodie and Charlie have been working on modifying the tutorial based on feedback we got from Pizza & Pixels. The level now varies in height and introduces the abilities sequentially as opposed to all at once. Zac has started to introduce environmental assets to the level to set the theme for the game and give it a really nice feel. 

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Designers:  BrodieMaddren, Charlie Brazil, Paige Dowsett, Zachariah Narvarro-Bustos, Bilal Jilal 

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This week our programmers have been focusing on play-testing, bug-fixing and making various changes to systems based on feedback.


Lewis has been focusing on the player and their interactions with various systems.

Simple configurable dialogue system.

Dynamic glide-force based on player velocity.

Implemented knockback when hurt

Waypoint interaction added that restores lives over a period of time.

Waypoints now have events to reflect when activated and deactivated.

Nick is continuing with enemies and has made tools for designers to use.

Started the tendril implementation.

AI inspector tools.

Jazmin has refined the bounce pads and is continuing with UI interactions.

Bounce pads working smoothly

In game HUD, Lives system and Glow charge bar.

I (Nghia) have been continuing with saving/loading of the game state and graphics settings.

Serialized spawn points.

Added functionality for resetting game state on newGame.

Programmers: Lewis Comstive, Nick Connell, Jazmin Fazzolari, Nghia 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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