Dev Log #2


Our last week...

Tanner:

In the past week, our team focused on a couple of different aspects of the game, however, the majority of our team (including myself) was working on art for the creation of our art bible. This is necessary for our development as if something happens to one of the artists on our team, we can keep a consistent art style if we get a replacement using the document. For this, I didn't actually touch the art bible at all but rather spent my time creating polished assets for the game we could both use for references in the art bible and as assets in the finished game. I'm not much of a texture(er?) myself but I've been learning Blender's built-in texture painting and have been having a great time with it. 

Alfred:

For the past week, i've been working further on sound design.  Progress slowed a bit, but progress is definitely being made.  Given the kind of game we're developing, sound will be very important to maintain the game's theme/atmosphere.  I still have a bit of a ways to go, but things have gotten easier with time and its kind of gotten fun.  I'll also have to resume on narrative writes-ups soon as well, but have still been taking note of random ideas that come to mind for story elements/events and the like.  

Lin:

Main task this week was compiling the art bible and editing it. As it is the foundation of our aesthetic it was very important that we started having more concrete visuals of what we wanted the game to look like. There are still specific aspects that we have not fully established but so far we now at least have a decent starting point so that the art direction and aesthetic can be fairly consistent otherwise. 
https://tinyurl.com/SplicerArtBible
Outside of the bible, mainly work on UI tweaks and visual clarity.


Ostap:

As we prepare to add more features to the game before the due date in two weeks, I spent this week adding interfaces to our code which will hopefully allow for an easier experience adding new destructible props. I also spent time reworking the crouch system for our player to keep the model looking intact, because originally the whole model squished down and it looked quite ridiculous. For the future week, I am going to work on refining how different player actions like attacking and picking things up interact so that one action does not ruin another.

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