Trapped GOLD-Production blog 1


Hello everyone! My name is Dylan Levy-Gantt and I am the producer for our wonderful game in this major called Trapped! Trapped is a roguelike third person action RPG where the player is a fugitive on the run from the galactic military. In Trapped, you can play as several characters and travel from world to world in an effort to find the fuel cells for your portal and make it to the next planet. I personally have never taken up a project that I haven't started from the ground up so this is going to be a fun experience and I'm going to learn a lot. That being said, I come to you on this fine pandemic day with some amazing starts to the game's progress as we tear everything down and start over essentially. So without further delay, here is our amazing sprint 1 with our team!

First up, we have PROGRAMMING with  our lead programmer Josh Knapp!

That's right! We got the basic player controller all settled out and ready for improvement down the line. I can't tell you how happy I am to see a functional character as soon as 1 week into development. This will allow us to make huge advancements in our game fast. 

Now this is some exciting stuff, not only do we have our player controller all up and running, we have our character select screen prototyped out and in the books. This isn't what it will look like long term but this functionality is all we needed. 

Main Gunner class is up and running with the slide ability, and automatic rifle. This is the main character from the original trapped and it was our first job to revamp the player controller to fit. 

Next we have our Rocket Man archetype with concussive blasts and a huge rocket launcher. Again, awesome to see characters already developing in front of our eyes so we can keep making progress and quick. 

Next our Prison Guard archetype with 4 shot pistols and a stealth generator so you can lose focus of the enemies and sneak past. 

Finally our last playable character for now is the Poison Beast. Here you can see the poison spike functionality as well as the poison cloud.

Words cannot state how appreciative I am of Josh's work it is so clear that he wants to take this game under his wing and that is exactly what we're allowing him to do. Josh seems to really enjoy the project and has passion to keep asking for work and in this sprint, he shouldn't have to ask anymore. We gave Josh a whopping 22 points to complete this sprint compared to his 20 he completed in sprint 1. Most people just average around 6 points which is insanity. Huge shout out to the boy Josh Knapp it's clear this game is on a good path with him.

Next we have another core programmer, Tristin Rond. Tristin was tasked with enemy overhaul and he's done an amazing job so far. Here is a clip that encapsulates everything he's done in this sprint.

Now, there are a handful of things going on here. Tristin was actually able to complete a lot in this such as an enemy spawner, basic enemy combat, a state change once noticed, and random enemy movement. Tristin was a rockstar this sprint because he met the challenge we gave to him, enemy overhauls are no joke and this did take some time, however he came out on top and nailed our expectations. Can't wait to replace these guys with some models!

Next up for programming, we have Trevor Davis! Trevor is our UI guy and has been hooking things up on the front end for awhile now. Here is his work on this sprint.

Here you can see everything we're gonna tell the player, the Loop number, the abilities, the exit portal, the difficulty, and the time. Trevor absolutely killed it this sprint and we're so excited to see progress in the visual department. This game needed a rather large visual overhaul and I'm extremely pleased we met the criteria necessary. Huge shoutout to Trevor for this awesome update.

Next up we have LEVEL DESIGN!

First Level designer up is Alexander Johns, a level designer from my previous project, Parasitic. 

Xander did an amazing amount of work as well this sprint with a whopping 3 annotated maps and 1 block out. Below is the work Xander produced and I'm extremely impressed with the timeframe and quality.

Ocean Map

hoth map.jpg

Icey Arctics

Midnight Spires

Ocean map block out.

Overall amazing work thank you so much Xander! Can't wait to see these in action!

Next, our second level designer on the team, Connor Howard!

Conner was also a huge part of this sprint as well with his awesome annotation and blockout of the Lost City map.


Annotation Lost City

Block out Lost City. 

Level design was huge this sprint and it's always nice to have any sort of product down on paper to have reference moving into the future.

Next up we have 2D Art!

First we have Alex Miller, one of our extremely talented 2D artists that we will use for reference for the models.

Shield Bot 1

Shield Bot 2

Final Concept. 

Alex also did our concept for the main boss archetype that will hunt you down regardless of where you are on the map.


I mean look at this, this stuff is amazing and a huge resource for our modelers down the line when they create these out of 3D models. Alex killed it! This bot will be an annoying nuisance to the player as it runs away and only serves to put up a shield that the player must destroy in order to get to the main enemies inside. Awesome work.

Next we have Andrew Sloan, another 2D artist for us.

Alex was tasked with designing the common enemy for us.

 

Here is the reference for what the two common enemies will look like as they hunt you down around the map and spawn out of those spawners. I think these look amazing and huge shout out to the artists for their hard work this sprint. They look awesome!

Next and finally we have our impressive 3D modelers!

First, Mark Hudson, our asset and environmental creation guy!

Mark created the main objective of the game to be able to make it to the next world, the fuel cells. These will be used to re-power the portal that got you on the planet to begin with. Great stuff!

Here is an obstacle that the player must avoid, the shock pathway. Mark had a great start this sprint and can't wait to see his environmental art assets down the line. 

Next our other 3D modeler, Deniz Camat!

Dennis was tasked with some other basic modeling cards to get the ball rolling so here is his bullet model and Wall Laser!

Deniz completely understands the palette and energy we want the player to feel in this game and his models are very showing of that.

Overall, sprint 1 was a great start, we have a bunch of prototyped stuff to test and harness, we have models coming in that show the design of the game, levels that fit the scale, and of course programming that makes it all function. Amazing work this sprint and I am so excited to keep working and see the full potential this game has to offer. Thank  you and see you in two weeks!

Team Trapped.

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