Tyler Devlog


Dev log #1-2 (2/5/24 - 2/22/24)

  • For this week's and last week's tasks, I worked on resizing solid and plasma maps and added some of the assets the art team uses.
  • I made sure to add two spawn points per location (Solid and plasma)
  • fixed some of the issues in the solid and plasma map’s vertex to ensure better performance when changing things in the map and for playability.
  • Spoke with the art team regarding how the Plasma map should be structured and went into detail about how the hazards will work
  • Spoke to the art team about adding fences for the plasma level along with the plasma wall
  • added the fences to the map and sent the map package to Kat

To-do:

  • Help Tristan with designing the solid or plasma characters
  • Help rig and animate the solid or plasma characters

Dev log #3 (2/26/24 - 2/29/24)

  • Added more assets for plasma and solid (fences, stone archways, shock lamps, plasma wall)
  • Added toon shading to both the solid and plasma part of the map
  • restructured the plasma and solid map after seeing how empty it looked in playtesting (moved/added a lot of assets around and added more details into the map)
  • had a meeting with the art team about what other assets should be made and where you should be working on moving forward

To-do:

  • start working on rigging the plasma character (possibly animate it too)
  • try to get textures into the game’s map

Dev log #4 (3/4/24 - 3/7/24)

  • for this week's dev log, I ran a meeting with design, sound, and art to critique the sounds for the character attacks (gas, liquid), and today Thursday, we discussed the other characters (plasma and solid’s) attack/skill sounds and gave feedback.
  • combined the updated map on Kat’s part of the map and my updated part of the map to make a fully updated single project.
  • discuss with Kat who talked to the programming team about our next moves and what programming is working on or changing (hardpoint has a timer for capture and we agreed that I would last 5 seconds before capturing a point)

do-to:

  • during the break, I’ll be working in the plasma character’s rig, working on the tutorial maps for both solid and plasma
  • rework plasma to be more coherent (it doesn’t look too industrial)
  • feedback: plasma and liquid have similar themes (I may not fully agree) but I’ll work to make it more industry-like (adding power lines, metal power lines, a super generator in the middle of the map, and wires on the floor that connect to the middle generator.)
  • I might have some parts of the floor transparent like a glass display so you could see wires connecting underground

Get Phase 4 (2024)

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