Posted May 06, 2021 by tmunstock
Hello again everyone! Welcome back to the sixth installation of the Guilded Fletching Production Blogs! The Fletcher's Guild was incredibly busy during this sprint, we were able to accomplish some really awesome things, we had completed 76 points worth of tasks which is absolutely incredible, every sprint our team has shown just how dedicated and determined they all are to create the best possible game we can and it's absolutely amazing to see for Alex and me! Now let's get into this amazing work I am so excited to show you all!
During this sprint our Programming team was hard at work on more bug fixes, tweaking certain player and bow properties to allow them to both feel smoother, creating a hinged door opening/closing animations as well as incorporating a damage indicator to inform players when they have been hit by an enemy arrow and are close to death. We were also able to fully implement the options menus both in the Main Menu and in-game which look absolutely amazing leaving just the credits scene to be fully implemented with art and we will have all of our menus fully completed. Check out the images below for awesome examples of our Programming Team's hard work!
Bramble Arrow Tweaks
Completed Options Menu
Hinged Door Opening
Damage Indicator
During this sprint our Level Designers were working harder than ever, they were able to complete two of our game's levels, the Movement Tutorial Level and the Warp Arrow Tutorial Level. The way these levels came out is just incredible and feel so immersive to play, the movement tutorial offers a large forest setting allowing the player to see their immediate surroundings, but not able to traverse there due to the thick trees all the while having to learn to move and jump around to complete this level. With the Warp Level, we offer players locations that are otherwise impossible to reach without the Warp Arrow, really drilling the idea in the player's head that there are unreachable locations in-game that they must use that arrow type to reach. Check out the screenshots below of the Level Designer's amazing work!
Movement Tutorial Level
Warp Arrow Tutorial Level
During this sprint the 3D Art Team was working incredibly hard to finish off the final assets for our game, this sprint they were able to texture our enemy model which looks absolutely incredible, we were able to model and texture a pendulum that can bonk the player and send them flying if they come into contact with this object. We were also able to re-texture our floor pieces and make ceiling textures that better match the style of our floors. The work they have put in this sprint is amazing, especially on the enemy texture, this took a bit of time to get the right feeling, mainly in the eyes. We wanted to give the eyes an emissive effect to allow the feeling of a possessed spirit watching you from the darkness, and after everything was completed and we saw our creepy, dangerous archer enemy, we knew we had nailed it and it looks absolutely fantastic! Check out the amazing examples of work from our 3D Art Team!
Textured Enemy
Textured Pendulum
During this sprint, our 2D Artist was incredibly hard at work in creating some of the final background and Key Art for our game. She was able to create a Team Logo that is now being used as our game's cover picture as well as amazing background art for the Options Menus. All of Haley's art for this game is just incredible and Alex and I could not be more grateful for the level of quality Haley delivers, I could speak for hours and hours on how incredible this work is; however, I'll just allow you to see this incredible work for yourself. Please check out Haley's amazing work below!
Team Logo
Options Menu Background
During this sprint, our Animator was hard at work creating a death animation for when the player dies. Up to this point when the player dies a UI pops up on the screen informing the player, they have died and if they would like to try again or return to the main menu. Now with this animation implemented our players will also now have a visual cue on the player as well as on-screen to inform the player even further that they have indeed died. Check out the image below for an amazing example of Daniel's work!
Death Animation
During this sprint, we had needed our enemy model rigged so it can be ready for animating and the class Rigger, Eder Ayala immediately got to work creating this amazing rig for our enemy. A big special thanks to Eder for doing this for us because this rig looks incredible and will also make animating this model incredibly easy for our Animator. This was the final model our team needed to be rigged and we couldn't be happier with the speed and quality that Eder completed this with. Check out the image below for the outstanding example of Eder's work.
Rigged Enemy
Every sprint The Fletcher's Guild continues to amaze me more and more with the quality as well as quantity of work we are able to produce. We are seeing our game come together as one cohesive system and it is beyond exciting to watch. I could not be happier to share off this great work with you all and I hope you've also enjoyed it up to this point. But for now, I must return to the team to assist in finishing this game for our final build which is due on May 11, 2021. I can not wait to show you all our finalized product soon!
But for now, stay safe, take care, and keep gaming! Talk to you all again soon.