Dev Log 5


Hello again everyone, once more this is Austin Moore with another update to Sensationals development. This sprint we got the most individual tasks done yet, though most of them were parts of bigger ones.  The biggest change of note is that starting from now we have a VFX artist helping us, and will be creating new and refined VFX to replace our placeholders with. But to get right into it, here's what we did this time.

Gameplay

During this sprint, we got done the last two puzzle mechanics we intended on having in our game, so from here on out we will have all the puzzles mechanically completed. So we can focus on other aspects of the game. The first of these gameplay mechanics is a mechanic for one of the buildings, where you can sense a smell in a floor above you that you cannot reach, so you have to break a pillar instead that causes it to fall down after a few seconds. 


Next, we created a function for the echolocate ability that causes it to silence the pings nearby, which will allow us to do a puzzle where you have to quiet the sounds to see a platform that would otherwise be obscured.


Next, we created a checkpoint system and the corresponding kill objects, so that way should the player die or happen to fall off the level due to a bug they can be returned to the level quickly.


And lastly for gameplay mechanics we received some feedback suggesting we modify the level to be more like a platformer, and to try this one thing our programmers are working on are special platforms to expand what our level designers can do.


Besides these, we implemented menu designs that our 2D art team did, but that will be shown in the 2D section.

3D Modeling

Our 3D modelers continued their work on finishing up models and textures this sprint, starting with the roads and floors. With them now complete, our level designers are working on implementing them into the level.


Next, we got the castle wall textures completed and applied to the models, so those models are functionally complete.


And the last fully textured object is the carriage pieces for the boulder puzzle, which will be implemented into the puzzle as decoration.


And we are continuing work on the geometry of the remaining objects, with the puzzle 22 assets being the one currently being textured. But it's geometry was also completed this sprint, so it's geometrically complete at this point.


Level Design

For the most part, our level designers focused on applying textures to the new models and inserting them into the level, but on top of that they have been working on adjusting the levels to make them more fun to move around in. This will hopefully make the game more fun to play, and will reduce the amount of moving in a straight line that the player will have to do. But in the meantime, our level designers have been working on making the terrain look nice in both versions of the level. Though with the new version still in progress, right now only the old version is able to be shown currently.


We also put the previously mentioned carriage pieces into the boulder puzzle area, so that way it looks a bit nicer once you break the boulder.


Animation

During this sprint, we actually completed a major goal, in that our rig was finally completed. So with it and the model fully and properly connected now, we have begun moving the animations we have worked on over to the new rig to make sure they all work properly. But in the meantime, we got animations for going from landing into walking and landing into running done.


2D Art

This sprint our 2D artists focused on helping the programmers with menu components, in addition to beginning work on the poster deliverable.  Beginning with the menus, we got the buttons from the concept implemented, and a separate piece of artwork for the controls screen in order to make it look nicer.



And lastly, we have a deliverable poster that is currently in progress. While it is currently just lined, it should be done well ahead of when its needed.


SFX

This sprint we got the last of the SFX we have planned for our game completed. These sounds being striking objects of various types, landing from a fall, running water and a waterfall, breaking wood and stone and a magical sound effect for gliding and the moving platforms.

Overall I am quite happy with the progress we made this sprint, and while we still have a fair amount of tasks to complete left I am confident we will be able to get our game done in time. At this point most of what's left, minus the level adjustment, will be focused on implementing what we have made and getting them all ready. So we're at a good place now. In the meantime though, thank you for reading about our progress on Sensational, and I hope you continue to follow our story until the end.

Get Sensational

Leave a comment

Log in with itch.io to leave a comment.