Dev Log 3


Hello everyone, once more this is Austin Moore with an update on the development status of Sensational. This sprint, we were able to get done even more tasks than before, and we are just about ready to put everything together in the level. So, let's see what was done this time.

Gameplay

We continued implementation of the echolocation ability, so now the invisible platforms will only appear if you're close enough to them. This prevents the player from using it to see every single invisible platform in view, and in addition to that we made it so the invisible platforms will fade away instead of blinking out. This makes it feel more natural when the platforms fade away, and gives an indicator as to when they will vanish.



We also made breakable rocks that leave behind rubble once hit, which is one of the specific components of a puzzle we have in progress now. This can be used for other breakable objects that leave behind rubble too.



One of the issues we encountered in our playtests was that the players swings overlapped too much, and players did not find a reason to use both of the players attacks. So in order to fix this, we went back and differentiated the side swing and the echolocation more. Now the echolocation can't break objects from the side or interact that way, so the player is given more reason to use both types of swings.



In addition to these, one of the puzzles we needed was a simon says style puzzle, and we got that working in our game too. This one will have sounds only visible with the sound mask, and you have to strike the objects in the right order as it's occurring.



And finally for major additions, we got the players smell mask working, so that way you can see different hidden vfx from the hearing mask. In addition, the vfx that show up in this one are colored. Unlike the black and white of the hearing mask.



Besides these we also got a working main menu and pause screen that will need some adjustments to match our desired style, but otherwise they work well for now.

3D Modeling

First and foremost, this sprint we got the player model done. And with it, we can connect our rig to it and begin implementing the animations. While it does need a little bit of cleanup for animations, otherwise it is done.



And in addition to this, we also completed the model of the player's staff, which will be attached to the model and will be used in animations in place of the cylinder being used currently.



Moving away from the character, we also got early models for the roads and buildings. Currently they are blockouts, but starting with the next sprint we are going to finish each of the models and get them ready for implementation in the levels we are working on.




Besides these, we also worked on the well puzzle and the assets needed for it, with the first part being some stones that can be used for the wall and other stones in general.


And using this and a well we created, we were able to create and model the well puzzle area. While we do still have to complete the last segment of it, we have the maze part of the puzzle complete.



We also got a bush, kind of like the trees that were shown in an earlier dev log. It'll be used as decoration in the scene.



Level Design
Over the course of this sprint, our level designers went through and blocked out all of the planned puzzles that will be in this first level. Beginning with the outside, we plotted out which of the trees and rubble pieces would need to be hit to break or reveal an artifact, and we are in the process of replacing them with the proper assets currently. In addition, we have the waterfall puzzle blocked out and ready for when we have water and the proper assets for it.





As for the inside, we got all of the puzzles within blocked out just like the outside ones. One of which we showed earlier with the well puzzle, but the others include the simon says puzzle that the programmers worked on, the sound maze puzzle and the 3 story house puzzle.




Now the level designers are working on implementing the 3D models as they come in completed, and also are working on making the puzzles playable with what the programmers have worked on.

Animation

During this sprint, we managed to get two concept animations done and the rig is in the process of being applied to the model. The first of these animations, the side swing, is one that is designed to work whether or not the player is moving. This will let it blend well with the walk and run animations, to ensure it ends up coming out smooth. And with the model and rig being almost attached, it shouldn't take much time to make the finalized version from what we have here.



Next, we worked on creating the downward echolocation strike. For this, we wanted it to feel strong and firm. And much like the regular swing, I feel like it came out quite well, and will need only a bit more work to be finalized.

https://drive.google.com/file/d/1ZWJsRD7S48oNMiITDYiWFW0tyTRDyN8I/view?usp=shari...

As for the rig itself, progress is being made for attaching the rig and model together. While it will require some time, it is going rather well so far.

https://drive.google.com/file/d/1a3i8mxYH51avhKkpf0EuGPNAW9M5JIdx/view?usp=shari...

2D Art

As for the 2D art, what we focused on primarily is creating a logo and a main menu for the game, of which we succeeded in both. However, I was not provided a version of the main menu that can work on here, so there will be the logo only.



I would say that I am quite happy with how it came out, and should fit nicely in with the rest of the game.

At the end of this sprint, we are now just under halfway done with our game development time. At this point, I am quite happy with what we got so far, and I feel like from here we will be able to quickly move from where we are now into the level that is being worked on so that way it is ready for play. This next sprint will focus primarily on the finalization of assets and the construction of the new level, alongside the creation of the code we need to implement the final puzzles. Thank you for taking the time to read about our progress in Sensational, and if you're interested still I hope you follow along with our games development until its completion later this year.

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