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

    UI Elementals Diagram.pdf

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
  • 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)

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