This week, we're kicking it off with a walkthrough video of our Sadness Level as well as our Fear level! In this demo, we show multiple features all coming together:
Original Soundtrack by Kaitlin
Lighting done by Sayed
Player guidance (fireflies and landscape painting) by Michael
Demo of Sadness Boss fight
Fixed Luna locomotion by AK
Brendan worked on the ground textures for the Sadness level this week, trying them out in a local level before implementing them in our game. He decorated the level with a few of the other assets he created to test out the overall combined look. This upcoming week we will be implementing them in our Sadness level. Brendan also made more iterations of rocks as well as an "eye wall" - a creepy rock wall of eyes that follow you with their piercing gaze as you walk by!
Vivek worked on the custom animations this week for the Anger level boss. The targets for the animation were to have a "huffing" angry breathing idle animation, a couple of swing punches, and a bit overhead fist slam. Kaitlin also reworked the textures of the boss, giving it a more saturated red and drawing in red occlusion in between the rock plates on the arms.
Mike and AK did lots of work in the Anger level, fine tuning mechanics and working out issues with the bird following the player over multiple nav-mesh platforms. It's still a work in progress, and they were able to get a weight-based mechanic working. Once Luna pushes a rock off of the floating platform, the platform will slowly rise, due to less weight being on it. This will allow Luna to traverse higher. They also worked to include a respawn at NPC mechanic in the event she falls into the lava.
Fabian and Danielle worked really hard on our intro cinematic - Danielle finished the 2D renders with animation and Fabian blocked out the 3D section in Maya. Progress is coming along and we're on track to render it out within the next 2 weeks.
To wrap up this week, we are planning some fun events for our launch! Stay tuned for more information on our upcoming webinar demo! Our leads will be attending and demoing the game, as well as answering questions about production. We're also in the process of creating exclusive prints and posters that will be available at launch! Here's a sneak peek of a couple now!
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