Devlog #4
Hello again! The Perry's Pie development team welcomes you to the sprint 4 update on this spooky Halloween day! The progress made this sprint was substantial and by far the most progress we have made in a single sprint, especially with the 3D modelers. The modelers got a wide variety of models made, with an emphasis on environmental props/clutter so that the level designers can make the atmosphere of the levels represent the abandoned look that Abbey is looking for. Our 2D artist got some amazing work done as well, which we will be able to actually implement into the game, rather than just use as concept art. Level designers continued refining their levels and made some amazing progress on that. On the audio side of things, Colby composed some top-tier tracks that have really added to the feel of the game.
3D/2D Art
One of the aspects of the levels that we felt was missing was the "abandoned" feeling. The textures looked really good at making the actual props feel like they were in an abandoned area, but the environment felt like it was missing something. Abbey thought that adding "clutter" type props, like garbage bags, small piles of garbage, glass shards, etc. would be a good way to address that. Kaeli worked on those props and they turned out amazing. While they haven't been implemented into the levels yet, I am excited to see the impact that it makes on the feeling of the environment.
During this sprint, Ana also finished the elevator models/texturing and the modeling for the locks. They turned out so cool! Also, the way that she modeled them modularly was a very smart way of doing it. So, rather than modeling the whole lock, she decided that modeling the main lock, as a base, and then modeling the face of the lock separately and what is switched out depending on the key that is being used.
Carl and Angel worked on getting more props made for the various levels as well. Angel made a few handfuls of cabinets, as well as worked on getting some props made that would fit in a factory. Carl also worked on getting props made for the factory, as well as making a "neon light" sign for the elevator to show the player where the elevator was, just in case they got lost.
Koda made some awesome 2D art to put into the game. They primarily worked on creating the sprites that will be used within the game. This includes the inventory bar, deterrent/attraction items, and the button sprites for the main menu. They also worked on making the posters that will be used throughout the game. They did a really good job, especially in thinking ahead by creating 3 versions of each poster, with the wear being different on all the versions.
Kaeli
Ana
Angel
Carl
Koda
Programming
Joseph made a lot of progress through this sprint. He implemented some vital parts of the systems in the game. Alex spent a lot of time working on the GitHub and Unity project, making sure that conflicts were fixed and that the prefabs were not conflicting. Although there wasn't much work done on Perry, he allocated a lot of his time to making sure that we were able to continue using the GitHub in a streamlined manor.
Joseph kicked out some awesome work! He worked on getting the highlight system working, which will be used to give an outline around NemoStar, the hint skeleton, and the deterrent/attraction items. The colors of each one will be different so that the player can look at them and know what is a deterrent/attraction item without having to remember them based on the item. Joseph also worked on getting the throwing system for the deterrents/attractions working, as well as the value for the throwing being adjusted so that Abbey could come and adjust the throw to where she wanted it for the player.
Unforunately, for the build, we had some issues that happened with Perry while we were preparing it, which meant that he was not able to be included with the build. This was disappointing because we really wanted to show off the progress made, but it was not possible to get those issues fixed before the build deadline.
Joseph
Level Design
Level designers got a ton of work done as well. Through this sprint, we focused on getting the levels looking closer to the feel we are aiming for. This includes adding lighting, post processing, and wrapping up the base props being placed. Andy got the start of the lighting in his level implemented and finished up the getting the modular pieces where he wanted them. Bill also got a lot of work done and got his level looking closer to the real deal. Between the way that he implemented the lights and the atmosphere, including how the water looks, it is amazing. Bill also created an emissive type of object for the key for his level, which turned out really cool!
Bill
Andy
Audio
Colby did some awesome work through this sprint. The main focus that he had was getting the Main Menu theme song created, the sound effect for Perry's movement, and made some changes to the ambient sound that he worked on last sprint. These all turned out amazing! Based on the work that was produced, Colby has a solid understanding of what the game is supposed to feel like. He also has great knowledge on how to compose music!
Colby
Perry Dragging Sound (Turn down volume headphone users)
Producing
Throughout this sprint, we got some amazing work done! My team did an amazing job and I am proud of all that they accomplished through this sprint. We have made big headway in almost all of the aspects of Perry's Pies. The team really put out work and crushed almost all of it!! Throughout this sprint, they completed 178 points, with only 54 remaining, bringing us to a total of 232 points that were Assigned. This is substantially more than our previous sprints and I am impressed at how dedicated my team is to doing their best work.
Perry's Pies
Status | In development |
Author | CAGD |
More posts
- Designer Blog #47 hours ago
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- Producer Devlog 314 days ago
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- Producer Devlog 132 days ago
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