Welcome to the 2nd DevBlog, it's been a whole month since the last one, it's gone fast but I want to try and get these out bi-weekly in the future, but here it is nontheless :)
The last DevBlog started with a new inventory and we've improved it even more now. It hasn't changed as much as it did before but we've just improved it a bit and added a space for the powerups which will be in the full game.
Texture Mapping Objects
We've been trying to make models more detailed by texturing them, it's been a learning experience for us as none of us had done UV Mapping or Texturing before but we think it turned out really good. James did all of the texturing on the objects :)
We've added some plants into the game to make the environment feel more full. We thought the ground felt a bit plain with just sand so the few colours around the place makes it a bit more interesting.
Chase has been working hard on new SFX for the game and has also been working on a new track for the 2nd level. He's been streaming whilst making the music. So, if you're interested in seeing him work on it, then you can check it out here. This will give you a sneak peak at what the music will sound like for level 2 :)
You can listen to this sound clip to hear the new SFX that have been added to the game too:
James has also been working hard on a new Skybox for the game. Before we were using the default blue sky Skybox which came with Unity, but now we have a custom one which, in my opinion, makes the world feel a lot more full with the distant mountains and rocks.
Player Arm Concept Art
James has been working on a new arm for the player, which will be what you see holding the gun and will be in a few more animations. He has done some concept art for it first which will give us a good idea on what we want it to look like when it goes into the texturing stage.
James has also been working on new UI for the game. In the last DevBlog we just had numbers for the health and ammo. Now, we have a little pixel art icon which shows what gun you're currently holding along with the ammo count and a small heart which indicates that it's your health.
We also made a new main menu. It's the crashed pod which you see in level 1, I added some Depth of Field, a Vignette and a slight bit of Bloom so it looks cinematic and nice.
We're also hoping to get new music on the main menu soon and use the current menu music for another event in the game. At the moment the music feels too fast for a slow, cinematic title screen. Updates coming soon in the near future :)
Last, but not least, we're working on level 2 now. At the moment it's not much. It has a pretty big tunnel system which is about half way complete. We're just working on some rooms for the tunnels at the moment, where you will find gear and other secrets. We're hoping for a few small cut-scenes throughout the level and more of a suspense/horror feel to it. We don't want to give TOO much away past the demo because we don't want to spoil anything. However, here is a teaser screenshot of Level 2.
That's about it for this DevBlog. I think we got a decent amount of work done and hopefully Episode 1 will be out within the next few months :)
Thanks for reading the blog, if you haven't downloaded the demo yet, what are you waiting for? ;) You can download the demo using the widget below, cheers :D