itch.io is community of indie game creators and players

Devlogs

Week 2

Grave Affairs
A downloadable game

This week was a start of the workload for the upcoming semester and continuation on the work that was already established during last week’s meeting. We discussed the map level changes that needed to be implemented and clearer mechanics that would be present in those levels. Our key areas of focus currently are: game level design (1st and 2nd level), asset list, bug fixing, lighting fixing and asset creation. For the programmers, this week was more based around fixing up some visual issues and bugs and bringing discussed quality of life changes into the existing level. 

A short summary of what each team member did this week:

Kris (Producer & Marketing)

Second week was designated to the continuation of the level design. As my main focal point was designing for the second level, in the beginning of this week I discussed with the team on what mechanics and number of rooms need to be present in the level. Afterwards, I summarised all main points and brought them into 3 versions of the map layout. Majority of the team has voted for the second layout with some road changes, causing me to implement them into the final design. Upcoming meeting, I will be providing the team with rendered layout and a list of assets that are required in this level for both aesthetic and mechanic purposes. 

Theresa (Test Lead)

Since the team has decided to have the inclusion of themes for the level rework last week. I got assigned to work on 2 Halloween assets on top of the ones we didn't get around to from last semester. Asset list: Swords, axes, raven, skeleton/bones, ashes, anvil. Weapon assets such as swords and axe for warrior/noble corpses. A modular skeleton with broken bones and ash pile for the furnace. Anvil for background decoration and two variations of ravens for adding a bit of life into the scene.

Nathan (Design Lead)

This week I spent most of my time amending the issues that arose from updating to a newer version of unity. The lighting for the third level was reworked, finally implementing baked lighting into the project, this comes with the advantage of selectively deciding which parts of the scene I wanted to be influenced by the light sources, allowing for the inside of the map to be lit and visible while leaving the outside dark, despite there being no real barriers between the two. Additionally, I spent some time experimenting with an outline shader and mocking up how it would look in a game round.

Evie (Art Lead & Marketing)

This week I worked on revising the level one design according to the mechanics that Lewis and Nathan finalised last week. They decided to include the preparation mechanic in the first level to introduce players to the gameplay aspect and I think this is a really good decision, it gives players a lot more to do in level one. I redesigned my level to accommodate this by adding a prep table room, an item storage room and also adding the river. Lewis also suggested having the cart drop the bodies into a front room in the level rather than on the grass, so my designs include this. I gave 3 different concepts, then had the team critique them then sent revised versions. Once we've decided on a final version, I can create a more detailed drawing and an asset list of what needs to be created for this level. Each level is going to reflect a different time of day, level one's time is daytime so I will need to create a drawing that reflects this concept.

Leave a comment