Alpha ~ Week 7


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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 finished making the rigs for all the characters and is ready to be weight painted.

Holly finished the statues and imported them into unity and also worked with the designers to make modular ground blocks.





Jesse was busy working on GUI assets this week, collaborating closely with co-lead artist, Holly, to accurately capture the unique painted style of the final Heart of the Forest (right). Jesse completed the sprite for the in-game custom cursor (left).

Inside Unity this week Jesse also experimented with various Particle systems and VFX Shaders to start bringing the game’s goey, ghostly glowing special effects to life. 

Below are some Gifs of their progress testing some enemy projectiles splatters (gross!) as well as some of the forest’s more friendly inhabitants, the Will-O-Wisp guides who will guard the player’s activated waypoints. 

Finally, Jesse worked on a sketch of the forest guardian themself who will be placed as a 2D background sprite in the game’s main level watching over the Mushroom Village. There are plans for some idle and responsive animation each time the player returns with a piece of the god’s missing heart. 

Azshwyn continues to sculpt their assets.

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

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This week the designers have been working on a complete rework of the map. This new version is divided up into 4 areas with the central point of the game being the village. With these changes, the game itself feels more natural and is able to guide the player more efficiently.

As you can see above the new levels have already started to be gray boxed into unity, using some of the fantastic grass platforms that the artists have made. The first image is the village which has been given depth and platforms so the player isn't just walking through it, they can jump around and interact with npcs.

The second image is the new upper area. Like all the areas, it has been reduced in size to help with scope. It also makes players use the air drafts more to fit with the area, they also push players in different directions instead of straight up.

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

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This week our programmers are continuing with creating systems to be implemented in our upcoming tutorial level. 

Lewis has been working on the Heart Fragment collection and Heart Fragment dropping on death.



Nick has been working on fixing up and finalizing the spore enemy and corrupted enemy.

Spore Enemy.

Corrupted Enemy.

Jazmin has been working on finalizing the shrinking light-sensitive platforms.

I (Nghia) have been working on the environment audio functionality and rebinding keyboard controls.

Bounce pad & Rotating platform audio.

Collapsible platform and Heart Fragment collection audio.

A 3D audio scaler that scales when prefabs are scaled.

Rebinding keyboard controls functionality.

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

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Thanks for reading this week's 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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