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Ben Courtemanche - Dev Log #2 Production


Production has been a bit slow so far. This is primarily due to a couple members including myself getting sick and some busy weeks to start the new year. We’re also creating a style of game that we aren’t super familiar with so there are some technical hurdles to wrap our heads around that have taken a bit longer than anticipated to implement.

I’ve continued my LDD by working on the diagrams for the various areas. So far I’ve completed the overall bubble diagram which shows the relationships between the different areas, the garden area and the beginning slums area. In doing so, I’ve gotten better at using Adobe Illustrator. The diagrams also served to make the team realize that creating the more organic terrain shapes would be far easier in 3D so we’re now doing a hybrid of simple 3D and pixel art 2D for the asset style.

While designing my areas, we decided that we’d scope down my zone due to time constraints. Since this decision was done early I was only forced to make minor changes to my design. Having less to do will allow me to focus on making what I have more refined and condensed with elements with the player to interact with instead of having to spread out the action over a larger area.

Next for me will be creating the programmatic requirements for Ken so that he can get started on the art assets. Soon I’ll be able to begin greyboxing. I’ll need to learn pro builder in Unity which I don’t think will take very long. I believe my diagrams will carry over into a greybox fairly easily because I used simple shapes and kept the changes in elevation to a minimum. I look forward to finally being able to see how my levels play in the engine!

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Hey Ben, it's interesting to see the contrast in our approaches to level design for the same project, I definitely agree that things have been off to a slower start than I expected, with personal life problems keeping some of us busy and some of us getting sick, but slow is steady and that's not a bad thing right? Hopefully the pace will pick up towards the latter half of the project