Production Blog 3



Welcome back to the Stumblebumps Unite Producer Blog. Stumblebumps Unite is the definitive competitive local multiplayer platformer where you play as a Stumblebump. This cute Dinosaur plushie will push its friends out of the way in reach of glory. 

Here's a breakdown of this sprint's statistics:


Points Assigned: 239

Points Verified: 173

Points in Verify: 3

Points in Complete: 173 

 Cards Assigned but not moved: 36



During this sprint, we wanted to complete the initial goal we had set out from our previous sprint along with kickstarting our new levels which I think was done successfully. We had kept up our production momentum from the last sprint for the most part and we pretty much reached our goal for this sprint. We also were able to use some of the unique work that our specialist members were making, so we will get into those as well

Modeling:

Even more models were getting made this sprint as usual. Two of our modelers were tasked with some detailed models that took longer than normal to produce, which were the Hot Wheels car and the doll house. Both were serious undertakings and the doll house especially needed feedback and multiple iterations from the designer and level designers. We were also producing the last of the needed models for our current levels and props to accompany them and finish off the remaining assets for the Grand Prix levels. We also had some of our modelers make a few low-poly versions of their models so that they could have better colliders in the game that wouldn’t be so graphically demanding.

Level Design

As we got feedback from our playtesters, we realized that there were a few changes that needed to be made to the levels as we have them currently. For example, some people really liked the duck level while others didn’t and some people liked it due to watching other people fail. Part of this work was going over the documentation and creating new one-pagers for level modules but part of it was directly editing the level modules as they were.

We also had the level designers begin to create documentation and iterate on some new level ideas for the arena mode designs. The goal for these designs is to make them feel shorter than the grand prix mode but have them be last-man-standing style modes where there will be one player remaining, so the designs are going to fit that. As an example, we already have a block out of a hungry-hungry-hippo style mode where players will try to hit each other into the hippo’s mouths when they close so that they die. There will also be small bouncy balls that the players will use to hit each other into the mouths of the hippos.

Programming:

The programming side of things got stepped up a lot this sprint with numerous adjustments to the player controller, the implementation of 4-player multiplayer, bumpers, movement adjustments, and interactable props like the bumpers, jack in the box, and cars falling. Many of these unique systems will be parts of levels that will hopefully be a fun challenge for players that are ahead and a way for more behind players to catch up.

The biggest part of this sprint was the programming work of making significant changes to the player controller. Not only did we change the control scheme but we also began to implement the model so that we could see how animations, SFX, and other things of that nature will work together. There was also a significant amount of time dedicated to starting UI implementation so that scene transitions, game states, and things of that nature would start to come together and we could make changes easier

Other work:

For the other team members we have, there was Christine who was able to finish up the first version of the font design and a couple of extra buttons. We will begin importing these systems pretty soon so that they can actually be shown off in game

Alongside that, our animators began working on some of the core animations that will be playing throughout the game like the idle, run, and jump. Using the previous character model from Veronica, they gave the Stumblebumps a rig that will play all the core animations and these have already been implemented in game.

Lastly, we have Linus (aka the chef) who once again did amazing work to produce a brand new track and lots of sound effects that we will use in-game including a results screen loop that plays when the grand prix levels end. We also have lots of running, jumping, bumping, landing, and falling sound effects that all have a unique place in the game.

Overall, production of this project has been going at a high and steady rate. This sprint also has given us the chance to actually see the fruits of our labor come to life, and the next sprint will probably increase team morale even more. I’m extremely proud of my team for the restless nights they put into this project and the thought and care they’ve been putting into every element. I hope we can see the project come even more to life toward the end of the next sprint!

Files

StumblebumpsUnite0.2.0.zip 182 MB
65 days ago

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