Katherine Devlog
DEV LOG #5 (big catch up) MARCH
Map changes
- GAS
- Reworked the map in blender to have more room for the gas wall
- changed the spawn points to be more equidistant from the hardpoint
- Changed the health and powerup to also be more equidistant from the hardpoint
Dev log #1 2/12 - 2/19
Map Changes
- Added spawn points for solid and liquid
- Put models into Unity and added toon-shaded material to each
- Liquid hazards (and potentially all hazards) are to be reworked during playtesting
Map Assets
- Created an asset list for the art team
- Added instructions on exporting models for unity (grouping objects, backface culling)
- Added 2D and 3D assets to the list
- Crossed out assets we already had and added screenshots of what they look like in unity
- Spoke to the art team about using free assets, the modelers said that the use of free assets was not needed at this time.
- Informed the art team of any troubles with importing the model into unity, mostly inverted faces
To-Do for 2/19-2/26 (game prototype!)
- Put art assets onto the map with the viewpoint of the player in mind in gas and liquid
- Work on UI prototypes
- Combine new map with spawn points
Maybe(?)
- Put map into blender for the prototype deliverable (done)
Dev log #2 2/19-2/26
Map Changes
- Added Tyler's package to Unity and created a temp map for performance by cutting down the map into a plane.
- Created a temp version of the map into blender that I will flesh out later by making it look smoother and textured
- Added art assets onto gas and liquid sections, probably will change
- I added box colliders to the assets in gas and liquid
UI Prototypes
- Started on UI prototype for the character select screen
I will continue in the style of the top two, solid and gas
Protoype for demo on 2/26, no button functionality yet just for show
Dev Log #3 2/26-2/29
Map Design
- Tyler and I finished the map feature list by narrowing down what we wanted to power item to actually give the players. We gave the list to Matt and let him know
- Liquid Rivers I still want to have it push the player towards the edge. I let Matt know and he’ll get back to me on how thats currently workin out. If anything, fall damage may be what we gotta go with!
Art Meeting (before 2/29)
- More art assets are coming in, had a meeting with art to talk about where we are and if we’re on the same page about stuff. New assets were added to the list:
- Pipe Bridges
- Plasma Containers
- On top of that, everything else that is currently in the 3d asset list is needed
Art Conversation 2/29
- We were talking about textures and what we may need
- Characters for sure will need to be textured!
- Walls will likely need to be textures
- Ground will definitely need to be textured… wait till we know exactly what we want on the map
- Overall, continue making what we need for the asset list
UI Convo with Tom 2/29
-
I sent tom a link to the lucid flowchart board for UI flow: Here is a quick pdf of the draft I have
Also I’ve added button variants for highlighted, pressed, locked, and switched to ready for the Ready UP button. As well as a back button for now
Dev Log #4 2/29-3/4
Big Changes! Almost done with level select, just unsure of what to do for the character select highlighted/selected… I’ll figure it out soon enough
Pictures below all this documentation stuff o7
Level Select Upgrade.unitypackage
NOTE Had to remove script from Canvas and Ability boxed to pack it as a prefab
NOTE 2 I deleted the animated large triangles… I think it should be fine since you still have them. Speaking of, I changed the layout so the triangles move out of view completely instead of staying on the sides
UI Select Character Changes
- Resized everything to fit a lot better
- Added Button States
- Ready UP
- Hovered
- Pushed
- READY
- Back Button (NEW)
- Hovered
- Pushed
- Start Button (NEW)
- Highlighted
- Started *Has an animation that moves it out of the screen after a second
- Ready UP
- Abilities buttons for each character (Can be found under ability boxes > (character)_Box)
- Hovered state
- Abilities have title, description, and control
- Added Countdown (NEW)
- 3,2,1 Asset
- Countdown screen, makes background darker
- Characters have Descriptions in font
- Text placements are set
Not Added:
- Highlighted for when you hover over character
- Visual que that you selected a character
Get Phase 4 (2024)
Phase 4 (2024)
Glory to the Elements
Status | Released |
Authors | Precipice Games, Peeslosh115 |
Tags | moba, Multiplayer, Team-Based |
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