Production Blog #1


Hello!   I'm Valerie Pfeffer, the  producer for  Same Day Delivery. Amazerg Inc. is a production team of 12 students in the CAGD 495 class.  Follow us on our   journey throughout the semester as we develop our game! 

I'll provide some context first before I talk about our progress! Same Day Delivery is a fast paced alien delivery game where you play as a dorky alien named Sheldon. Sheldon has to  race around a sci-fi town in his clunky  van and try to  meet his quota of deliveries for the day, but there's certainly going to be some problems he encounters  along the way.   You have to do everything it takes to get those packages delivered!  Successful deliveries earn money,  which will allow you to buy upgrades in the shop to slowly turn Sheldon into a delivery master.  Sheldon starts out  as a standard employee, but as his score increases he can become eligible for promotions that will allow you to access deliveries in new parts of the town.  

Okay, now time to talk about the work that's been completed so far!


Modeling

Our team of modelers went straight to work designing houses and environment props to fill in the town. The goal of the art style is to have everything look cartoony and have a matte shading, making everything look vaguely as if it were made out of clay. Lots of exaggerated curves and round edges!  Our goofy main character, Sheldon, was modeled immediately and he came out perfect! An alien NPC was also modeled and rigged, which will be used in the future to fill in the world (and to be an obstacle while driving). Sheldon's delivery van was another important asset  created. There was a lot of experimentation with the logo design  and shape of the van, and we ultimately agreed on what we have here. The modelers have all been in constant communication with the game designer and I to ensure their work follows the intended style of the game, and so far everything they have made has been very impressive!


     

              





Programming

While the modelers were creating all the assets, the programmers got to work  building the core game mechanics.  It's important for the player controls to feel smooth, especially when it comes to driving around in the van. So we have been experimenting with  ways to make things feel as comfortable as possible. So far, the basic controls of walking, driving, and picking up packages have been implemented.   We made sure that the cameras feel comfortable and will not have issues clipping into other objects.  Occlusion was even added on the player character to make sure Sheldon will always be visible if there ever comes a situation where the 3rd person camera is blocked. There has been a lot of progress with the delivery system as well. There is a randomized spawn system that chooses delivery destinations, which will be turned into the front doors of houses once the completed models are implemented into the game scene.  





2D Design
There has been some concept art at the beginning of production to help us decide how we want characters and buildings modeled.  There will be a character known as scary boss Dan , which is Sheldon's supervisor at Amazerg. There were a lot of concept sketches to try to capture the proper character dynamic, and we ultimately landed on a large burly looking alien (the first image shown).  The concepts for the houses have been very helpful, as it gives the modelers a specific goal to work towards  rather than having to spend time   figuring out    their own interpretations of the art style. 

 


Overall for this sprint, 146 points were assigned and 113 of them were completed by the end. The goal for this next sprint is to have a playable build of the core game mechanics so we can get straight into playtesting the controls and overall feel of the game. We also hope to get started on building the town itself using a modular road system so the level designers can compile their neighborhoods in Unity.  Thanks for viewing our page!  Check back soon for more updates! 

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