Deadeye Gold: Production Blog 5


Hello everyone, welcome once again to the next Deadeye Desperado production blog. I am the producer, Austin Moore, and let's get into what we've done. While our progress has been slowed due to everyone working from home and away from campus, we still got a decent amount of work completed.

Programming

A lot of our programming work this time involved behind the scenes work, such as fixing rather major bugs that we've found that came about from an updated player controller. Fixing these took a notable amount of time, but we did get them done. In addition we've added sensitivity control to the  pause menu, enabling players to choose how sensitive the mouse movement is. The bandolier menu detailed before is now implemented into the menu too.


We also got the upgrade menu working, and in the future we will be integrating it into the game.

Level Design

Our level designers were working on two types of tasks this time, refining previous levels and blocking out new ones.


Beginning with level refinement, one of our level designers went through and added new lights, as well as refining the design of the blast bullet areas. Here we can see one of the combat areas of this, now with our new torches around and creating lights for the player to see with.


Next, here we can see the current state of the central hub area. We've added all the assets that were ready at the time, including the floor, stairs, stands and the enemy spawners.


And lastly for now, we have a blockout of what the layout of the shock level will be like. This will be further expanded on as we get assets specific to the level, to make it more unique and filled in.

3D Modeling

Our 3D modelers have been focusing on finalizing the assets created for the central hub chamber, as well as creating the texture for the new pistol.


Starting with the portals, here we can see the asset that is now used as an enemy spawner. The idea with this one is that each crystal on top can symbolize an enemy wave to spawn in, and they will go dark once that set is dealt with. Once all the crystals are no longer lit up, then it will no longer spawn enemies.


Next, we have the floor that the central hub will be in. It's a massive circle, with a hole in the middle where the central platform will be. On top of here is walls that are arranged in the shape of a revolver cylinder, with the hole being the center point of it.


Next, here we have the gates that the player will go through to reach each level. While not implemented yet, they will have a glowing portion in the middle to signify which level you'd enter by doing so.


Lastly, we have the pistol that the player will use. Here, we can see that the runes on it are carved in white. This will allow us to change their color in game to match the color bullet the player has loaded.

2D Art

Our 2D artists have finished creating the designs for the final few menus, as well as the next concept art for decorative props.


Here, we have the main pause menu updated so that way you can see the resources that are remaining in the level you're in, as well as spots for each of the bullet types you will collect over the course of the game. The new background will also be put into the other pause menus, to make it consistent.


Next, here we see our new main menu. Compared to before, where it was mostly  colors and shapes, this one is a lot more detailed and visually distinct.


And lastly, here we can see the concept art done for the new corrosive levels decorations. This level will have melting metal to tie into the theme of corrosion, so we have a lot of rusted and damaged metal. In addition, it was decided to be thematically similar to a jail so we got some concepts for old jail items.

Conclusion

While we haven't quite recovered from having to work from home and away from campus, we are still getting good progress done. And while it will likely be a bit less than we intended, we can still get a good game out at this rate. And if you'd like to continue following on our development, feel free to continue reading these. And if you get the chance, please play the current demo and fill out the feedback form.

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