Dev Log 6 - End


Hello everyone, for the last time this year this is Austin Moore with another dev log of Sensational. For this one, we have 2 sprints worth of content to go over, and will go over the last bits of content before our release. We also finally came up with a name for our team, and are now called No Evil Studios. So with that out of the way, let us begin.

Gameplay

A lot of what we got done gameplay wise in the first sprint involved creating various platform types to be utilized in improving the level, with those being ones that move back and forth, ones that spin around a point and ones that are only intractable when revealed with the echolocation ability.  These were then implemented into the updated level, to help supplement the effort.


In addition to this, we also implemented the animation controller to put the animations into the game properly, and later on adjusted it to make the animations better line up with what the player does. Later on, we also brought in the players final model to replace the placeholder which will be seen later.

Another addition was the implementation of the vfx created for us which will be seen when we get to that section. Otherwise, most of these sprints we focused on getting the remaining mechanics, effects and assets into the game. This includes the pause menu, the main menu and our options menu.



And after all of these implementations, we made sure the puzzles in the level worked properly and added an object that spawns when you complete each of the puzzles in the game to end the game. And with that, our game was gameplay complete.

3D Modeling

Over the course of these two sprints we finished up the last of our models and textured them, leaving it so our game would be model complete. Starting with the simon says puzzle, we got models and textures for pillars and a gate that are used as both the parts you hit to trigger the puzzle, and to be moved to gain access to the artifact.


Next, we finished texturing the various ruined buildings and the special house that is the setting for puzzle 2. These were used to help fill out the town area, and the puzzle 2 house has a proper interior you scale for a platforming puzzle.



We also modeled and textured a bridge as a decorative asset in the outside area, this one was rather simple and completed quickly.


Moving on to the last sprint, here we completed the last of our necessary models and brought them into the game. Starting with puzzle assets, for the falling floor puzzle we modeled an asset for an old and beat up support beam and the floor above it to be utilized in the puzzle. The top and pillar are separate objects, so the pillar can break for the roof without issue.


Next, we created a new wall asset with an aqueduct styled component to be the part that has water going over it into the level. This functions as the location of the waterfall puzzle, and the wall has a big crack into a cave where the artifact is located.


Continuing with puzzle assets, the molehill puzzle got little models for the hills themselves filled out and finished before being implemented.


For the special platforms we were implementing into the level, we needed a model for them that looked suitably magical. And in the process of doing this, here is the result of it. We decided that since the player staff had a magic crystal on it, we should give our model crystalline aspects too to tie them together.


And lastly, we finished texturing our protagonist. While we did encounter an issue that we had to fix by removing the cape I believe it came out pretty well still. If we are chosen to go gold however, I would like to fix that issue to keep it in.


And that wraps up the models we got into the game. There were a couple still in progress or that had to be cut, but we still managed to complete all the 3D assets of it.

Level Design

These sprints our level designers focused almost entirely on implementing the models as they come in, while also touching up the designs of both halves of the game. And they succeeded in both fronts.



Animation

Our animators finished up the animation refinements and implementations onto the rig, leaving us with all of the gameplay animations in. There are a bit too much to put on here, but to demonstrate some of them here are some visuals.



And on top of the updates, we did complete one final animation, which will be used for respawning. However, we did not have the time to implement this one, though it did come out rather well. If we go gold, this would be the next animation implemented.

https://drive.google.com/file/d/1LFcPKjjRHxo6Ad6i4y7U97eXkyk5nONX/view?usp=shari...

2D Art

Minus some assets being broken up for implementation, 2D art focused on deliverables, logos and an end screen for our game. Beginning with the team logo, we went through a couple iterations before settling on this one, which tied into the origin of the team name being the see no evil, hear no evil, speak no evil quote.


After this, we got the deliverable poster completed. While a last minute design change was done to it to make it able to be completed in time, I still feel like it came out fine. It showcases the game adequately too.


And lastly, we got special art for the screen when you complete the game. This is intended to be showing the player character moving towards what would be the next level, a castle.


VFX

For the first of the two sprints discussed here today, we had a VFX artist helping us. And while an issue we had prevented complex vfx from being utilized, we still got proper vfx to replace the placeholders we had. And while we had many, here's some of the ones we made.


Conclusion

At the end of the project, I feel like while we could have used some more refinement I am still happy with our final product. We created our game that is playable from start to finish, and functions all the way through. So, I am happy with my team. And even if we don't get to go gold next semester I am satisfied with where our game is. Though if we could push it further beyond and make it even better, that would be nice too.

Thank you for taking the time to read about the story of our games production to completion, and I hope this was found to be insightful. 

Files

Sensational.zip 222 MB
Dec 13, 2019

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