Production Blog 5 - Guilded Fletching
Hello again everyone! Welcome back to our fifth installation of Guilded Fletching's Production Blogs! This Sprint, just as all of the previous Sprints, was absolutely incredible. The Fletcher's Guild really impressed both myself and Alex with the absolutely incredible work they were able to accomplish! In this sprint we were able to complete an insane amount of points, 81 to be precise, every Sprint The Fletcher's Guild is able to reach higher and higher milestones in creating work of higher quality and in an increased abundance. They are all absolutely amazing and I can not be more excited to show you all their incredible work. So without wasting any more time, let's get into it!
Programming:
This Sprint the Programming Team was able to get some really amazing additions into the game that are really making the game feel much more complete and visually pleasing than in previous sprints. We were able to make further tweaks on the Airburst Arrow to make it feel more effective as well as to make it more fun in general, it looks way more interesting to shoot objects and see them FLYING away and off-screen than shooting them and watching objects just kind of bounce away from the impact. We were also able to complete our Main Menu and Level Select screens this Sprint which look absolutely incredible, using the amazing backgrounds and assets created by Haley our 2D Artist. Check out the amazing examples of our Programming Team's work below!
Airburst Arrow Tweaks
Completed Main Menu Screen & Universal UI Scaling
Completed Level Select Screen
Level Design:
This Sprint our Level Designers were hard at work creating more levels as well as researching ways to more efficiently create levels in which contain a large number of the same assets. The Level Designers had discovered a GameObject Painter which will take in any created Prefab and place instances of that Prefab anywhere the cursor paints them down, this tool will aid our Level Designers immensely with creating levels more efficiently as well as with more randomization than by placing by hand to give off a more immersive effect. See the image below for an example of how this amazing tool works!
Painting Terrain with Game Objects
3D Art:
This Sprint our 3D Artists really went into overdrive, they were able to complete an insane amount of work, they were able to model and texture quite a few assets including two different versions of a Brazier, a Warp Point as well as Vines. These assets are imperative to the design of each level as vines are used as obstacles that the player must find a way to destroy, or go around, Warp Points are the indicators in-game that the player can use their Warp Arrow to teleport, and the Braziers will be containing fire which the Player can shoot through to destroy vines; however, speaking of vines we have an incredible VFX for fire as well created by none other than our wonderful Designer Alex. All of these assets are incredibly made and are all displayed for you to see if you would like to view the images below!
Textured Braziers
Fire VFX in Brazier
Textured Warp Point
Textured Vines
Textured Stationary Quiver
2D Art:
This Sprint, our 2D Artist was crazy hard at work creating this incredible background image for our Main Menu Scene. Serving as the "Intro" to our game we see our Player standing on a cliff overlooking a forest that leads to a large, intimidating temple. This also happens to be the core idea of the first level of our game, Haley did an incredible job in creating this piece as well as giving players an idea of what our game is just by looking at the Main Menu. Check out an example of Haley's amazing work below!
Main Menu Screen Background
Animation:
This Sprint, our Animator was incredibly hard at work creating all sorts of animations, we had created a Crouching, Swapping Arrows, as well as a variety of taking damage animations for our Player. The only animation we will need for our Player now is a Death animation, after that our Player will be 100% feature implemented and complete. Moving forward we are going to create a death animation for our Player and begin working on animations for our Archer Enemy. See below for examples of Daniel's incredible work!
Crouching Animation
Swapping Arrows Animation
Taking Damage Animation
This Sprint was absolutely amazing in the amount of excellent work that was created. I could not thank The Fletcher's Guild enough for all of their crazy hard work they put in every day for this game and I can't wait to see what kind of incredible work they create in the next Sprint! To you all reading and keeping up with us, thank you so much and I can't wait to show you all what we accomplish in the next Sprint!
As always stay safe, take care, and keep gaming! Talk to you all again soon.
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Guilded Fletching
Here at The Fletcher’s Guild, we aspire to create deep and engaging puzzle experiences for our players.
Status | Released |
Author | CAGD |
Genre | Puzzle, Platformer |
Tags | 3D, First-Person, Low-poly |
More posts
- Postmortem - DesignMay 24, 2021
- Postmortem - Guilded FletchingMay 23, 2021
- Production Blog 6 - Guilded FletchingMay 06, 2021
- Dev Blog 5Apr 22, 2021
- Dev Blog 4Apr 08, 2021
- Production Blog 4 - Guilded FletchingApr 08, 2021
- Dev Blog 3Mar 25, 2021
- Production Blog 3 - Guilded FletchingMar 25, 2021
- Dev Blog 2Mar 04, 2021
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