Devlogs
Progress Log 11 - Content Machine
Team Summary
As we close in on the projected finish date for Stage 2, we are simply continuing to generate content for Stage 2 in the form of level designs. However with the majority of Stage 2 requirements met, we've looked into polishing efforts in areas such as the aesthetics of Stage 1, visual additions such as the Bullet Jump trail and other small afterthought mechanics like checkpoints and stationary Acid Bubble hazards. We just need to keep up the pace.
Individual Outlines
Hahnul
Completed
- Created tutorial signage for the acid bubble pogo mechanic.
- Created checkpoint flag with its respective animations.
- Completed level design for Level 11, Stage 2.
- Recorded gameplay for the game trailer and began editing the footage.
- Retroactively added carrot collectibles throughout Stage 1.
Level design for Stage 2, Level 11.
Tutorial signage officially introducing the pogo mechanic to players for use on the acid bubbles.
Checkpoint flag with its respective animation for when it is activated.
In Progress
- Trailer editing.
- Level designs for Stage 2.
Assigned Tasks
- Finish and upload the trailer.
- Continue level designs for Stage 2.
Nich
Completed
- Revisited Stage 1's terrain tileset to better match the quality of Stage 2.
- Finished the midground elements for Stage 2.
An updated portion of the terrain tiles for Stage 1 to add detail and visual interest.
Assigned Tasks
- Decorate the levels in Stage 2 with the completed assets.
Raymond
Completed
- Implemented sectioned variants of the Acid Pool hazards for more versatility in their placement.
- Implemented the checkpoint system. Upon touching the checkpoint, the player will respawn at the checkpoint instead of the beginning of the level when they die.
- Implemented a basic save and load system. Upon beating Stage 1, Stage 2 will be unlocked and that progress will be saved between play sessions.
- Implemented the functionality of the stationary Acid Bubble hazard using existing Acid Bubble assets.
- Implemented a ghosting trail effect that is visible when Buck performs a Bullet Jump. The ghosting effect creates a trail of clones behind Buck as he is propelled by the Bullet Jump.
- Created a new build of the game for the purposes of recording gameplay footage.
Assigned Tasks
- Fix an issue in which the "carrot collected" icon (the one next to the timer upon picking up a collectible) is cleared properly when returning to the main menu.
- Reset the number of carrots collected from Stage 1 such that they do not persist and add to the count of carrots collected in Stage 2.
- Implement a reverse popping animation for the stationary Acid Bubble hazard. This is to represent the Acid Bubble reforming in place as it will not rise from an Acid Pool or from the bottom of the level.
- Fix a collider issue on the exit gates of the final level in Stage 1 in which Buck occasionally gets caught where the two gates meet.
Sean
Completed
- Completed level design for Level 18, Stage 2.
- Created and implemented Acid Pool fill tiles for deeper Acid Pools.
- Began press kit assembly of assets.
Level design for Stage 2, Level 18.
Fill sections of the acid pool to create deeper acid pools.
In Progress
- Press kit.
- Level designs for Stage 2.
Assigned Tasks
- Continue level designs for Stage 2.
- Continue press kit asset assembly.
- Start the written sections of the press kit.
- Implement the midground assets into Unity.