Production week 3


This was the second week of working from home, due to the coronavirus. We are trying our best to keep good communication our priority and kept updating each other with the work we have done. We have made a lot of progression with the design and decoration of the level and a bunch of extra assets were made. Everything is really starting to come together and it's exciting to see! 

A big major improvement of the level is the addition of the river and waterfalls. We feel like the water really adds a new dimension to the level and makes a big impact on the overall atmosphere. We wanted the water to feel "alien-y", so we decided to give it a very bright, almost neon-like color. The players and enemies are able to walk through the upper river where the water is not very deep, though they cannot walk through the deeper parts of the water and will need to walk around. The water is fully animated as well, to really give it that sense of streaming/waving water. 


We also spent some time on making extra, and more detailed vegetation. We figured that we really want our level to feel like a lush alien planet with lots of trees, bushes and grass. We Made a few more tree designs and painted some extra textures, to have more variation in size and color. 


After all these assets were finished, we could start putting everything together and go ahead with vertex-painting our entire level and putting in the vegetation. When figuring out the placements of the vegetation and textures, we decided we wanted different biomes in our level. The most lush are of the level is in the back, near the cliff. Closer to the ocean, there is less vegetation and more rocks, pebbles and dirt. This helps to create a sense of exploration for the player as it makes every part of the level feel different. 

We also started playing around a bit with lighting, fog and glow effects to see how we wanted to set the mood for the level. We still have some stuff to figure out there. 



The characters now have textures to them as well! We have 4 different playable characters: 2 male characters and 2 female characters. Since the characters are going to be quite small in the level, we needed to make sure that the colors really show clearly who the different characters are. Right now, we feel like the colors might be a little bit too saturated / overly done, but we will have to playtest it in the level and see if it works. Otherwise we will go back to texturing and make some adjustments. 



Our programmers are working hard on the main mechanics. They are re-writing the carrying and pickup mechanics to make them feel and work more organically. They are also making the characters able to switch weapons. We are going to have 4 different guns and one granade weapon available to the players. 

They are also working on the menu lobby for joining the game. So far we don't have any visual representation of those mechanics yet, but they will come soon! 

Files

Crashed_Build.7z 15 MB
Mar 25, 2020

Get Crashed

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