Production Blog #3


Statistics:

187 points were assigned this sprint with 127 points completed, which leaves 60 points leftover that were assigned but not moved. The average velocity is now 117 points per sprint. The expected production and the control line are basically the same, which means we are right on track to finish as long as we say above a velocity of 117 points. 

Programming:

The workbench has been created so the player is now able to build robots after gathering resources! The player can interact with the workbench UI to select a robot, and once they hit “build” a hologram will appear on the table. The player can then hit the hologram with their wrench to build it piece by piece. After the robot is finished, the player can pick it up off the table and eventually place it into the selling bin to complete the game loop. There is also now a save system in the game so the player is able to save their progress.

Enemies now only spawn into the world when they are outside of the player’s FOV. This helps with immersion so the enemies feel like a part of the world rather than some awkward game object that teleports in front of the player. 

3D Modeling:

The player now has arms! The character arms have one human arm and one robot arm with stickers, and it will soon be animated to help bring things to life! 

All of the compact trash cubes have been made from the trash designs by the 2D artist, so there are now 12+ different variations of trash cubes the level designers can use to fill in space in the scrapyard. 

The scavenger enemy has been modeled, rigged, and ready to be implemented into the game!

The last of the player’s pick-up items have been modeled including the black matter, credits, toxic waste, Z-crystals, and motherboard. More future funk themed trash has been added as well like the boombox, Akira bike, and broken ladder. 

2D Art

Our 2D artist made some cute icons to use for the upcoming upgrades system. These icons represent things like upgrading player health, inventory space, stamina, and damage. 

Level Design

Our level designer has combined all of the previous level blockouts into one large map and will now be filling in the world with the modeled props. 

Sound Design

Our sound designer had a lot of fun experimenting with robot voice lines this sprint! Here’s an example of the Rogue Bot’s idle, alerted, and death sounds. 

Get Robo-Rummager

Leave a comment

Log in with itch.io to leave a comment.