I added a signifier for clues so players knew where to investigate.
I adapted concepts Valerie made into animated NPCs
Also an NPC adapted from Valerie's Concepts
Finally added in an animation for Holbrook. He didn't need much since his interaction with Ladyora and Lia is mainly in the final cutscene.
Charles had the base masculine student body and messy hair. So I took advantage of being able to reuse the animation for the body.
Barry was a buff nerd, in Liam's description he mentioned he is always fixing his glasses and I thought that would be a fun detail to add to his animation. Barry only appears in 1 area and he is surrounded by books, meaning he will always be facing down, this let me make the one directions animation a little more detailed.
Garry is a little rat guy, he is convinced the problem with the school is rat related but it is not. I made him look a little angry because he is mad at potential rats.
Some of the students have been attacked by the virus and are knocked out these are the sprites for their knocked out state.
Here are our UI interact prompts, they show up in game to show the player what they would do if they press the interact button. These were based off of some UX design from Valderk.
These are tileset pieces for the sliding puzzles in the garden section.
All of the above work was completed in 2 days to try to make up for the lack of time in schedule I tried my best to work at a really fast clip. I did not loose any sleep over this section of the work which I was very happy with.
Earlier I made other pieces for the game:
I recolored tileset 1 to make tileset 3. I had just planned on making more broken pieces but since we had a great reaction to the difference between 1 and 2 I wanted to make 3 a little more visually distinct. Ben's GDD inspired how dark and moody it got. These are both showcasing some of the art added to the game for the puzzles in each level. In the glowing image I was demonstrating some of the lighting effects we could try for but time didn't allow for it.
Ladyora animations were complete in the last few weeks as well. I have a variant palette for her so she can have an astral projection form to interact with the player in the levels.
These were the cutscene images I created for the finally of the game (not all included). I couldn't get them all done to the level of polish I wanted but the first 2 and the last one got very close so I was pleased with that.
As a producer I continued to schedule our time. We had 2 sprints where no one had any time to get any work done, but we had 3 weeks of padding so we still had an extra week for extra work. Making sure we had that padding time was so critical to our success of minimizing cramming at the last minute. Valerie did have a couple days that she had to work late or keep working past our planned time to get peoples work in. I tried my best to get people to submit their work on time. I didn't want to hound my classmates to get their work in because I know everyone was busy and had other work as well. We had a meeting about one of our playtest builds that went like how I just described. In it we addressed some of the miscommunications and worries that I had and how to make Valerie's life easier next build. Even though Valerie was working late nights and odd hours I think it was much more clear for her what state everyone's work was in and we had less confusion when it came to making the final build. The whole team really came through, if any of you are reading this thanks for the great work!
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