Posted October 18, 2022 by LittleRedCap Studio
#gamedev #gamedevelopment #gamedesign #design #programming #gameart
Weight painting for Tooth Enemy mushroom, refined and fixed up later by Holly
Salvaging Jesse’s weight paints that were having a multitude of errors (yay, Maya!)
Mixamo test to ensure all weight paint and rig issues were resolved
𓍊𓋼 Holly 𓋼𓍊
Finished mushroom bounce pad, glow mush and some mushrooms for decoration.
Ground 2D sprite test with rough coloured sketch also finished mushroom bushes and tree trunk sprites
Blend shape test between normal and pregnant mushroom
Refined Hayley’s weight painting and added controls to the Enemy Tooth rig, ready to start animations
Weight painting for main player character, later came into problems with exporting as an FBX and exporting weight
Maps which were fixed by Hayley
Prototype animated shader for poison puddles or water in Unity
Experimental shader for heart fragment
Fireflies progress
Animation and concept Artwork for the Corrutped Forest God narrative cutscene
Animation for the Forest God sprite
Worked on some ZBrush sculpts
For the past weeks I have been fixing the top level, where you can get soft locked if you don't collect the heart fragment. I have also been working on implementing the art assets to make the environments for the tutorial village area and top area. I have also been playing testing to find bugs and using the feedback from the pizza and pixels to improve and present feedback to the team.
I have been working on going through the feedback and making some changes with the tutorial. One of the things people did was not talk to the NPC’s so we have come up with a way to show how the game works by adding signs. With playtesting we will see if this works better for the game.
Reworked original concept of bottom area to use the glow platforms more, after playtesting feedback reworked the opening section of the bottom area to be more accommodating. Reworked areas to guide the player easier as well as to create a more interesting experience
Before:
After:
I've been finishing up the rest of the sounds and implementing them into Unity. Not all sounds are fully finished/polished, but they should all be in Unity by the end of the week.
Altered the side level based on feedback, Stuff like not realizing where you should go and completely skilling the rotating platform where the big ones I needed to change there was also a complaint of not enough platforming which I am attempting to fix.
fDesigners: BrodieMaddren, Charlie Brazil, Paige Dowsett, Zachariah Narvarro-Bustos, Bilal Jilal
Three whole weeks since the last devlog and a lot of progress has been made since then. Our programmers have been working on the last few systems required to reach the end of Alpha. Of Course not without plenty of bugs and bug fixes along the way.
working on player related systems and fixes.
Stopping player un-borrowing when a wall is above. Automatic burrowing when falling from great heights.
Detecting the different types of player death.
Swaping Button prompt ased on current input device. Hooking up movement system with test animation.
𓍊𓋼 Nick 𓋼𓍊
Continuing with working on enemy and NPC systems as well as a parallax system.
Pathfinding projectile using A-star.
Villagers walking in and out of houses. Background/foreground parallax.
Expanding ring when heart fragment is returned. Moving sunrays effect.
Working on GUI and settings functionality.
Hud assets implemented & configured. Repositioned HUD.
Graphics settings functionality including: Brightness, Gamma, Screen mode, Screen resolution, Quality, Anti-aliasing and V-sync.
Rolling credits with return button that appears after button press.
have been working on the functionality for a few more audio assets, cutscenes, asset switching as well as other miscellaneous systems.
Smooth switch of BGM between different areas.
Audio functionality for NPC voice and GUI button hover/click.
Switching corrupted and non-corrupted mesh materials and sprites.
Wobble animation for grass and falling platforms.
Automatic cutscenes and map view.
Other Misc. systems such as the Forest God dialogue systems and gamepad controls rebinding and menu navigation using keyboard/gamepad..