Paul Harden DevLog #2 - 2/20/2022


For this week, we played with a lot of exciting features and mechanics to get them into a good shape for our Proof of Concept demo. For the pillar of art, this meant making sure whatever was going to appear in this demo was more or less ready to go, and if not, that we were very aware of what state an asset was in and what needed to be completed with it. We put most of our effort into 2 main focal points of this proof of concept and that was the environment and the enemies (and essentially how they were to be interacted with). We first tidied up the "rooms" we were using with our level generation logic, adjusting the overall sizes of rooms, widths and lengths of hallways, the spacing in between and making small adjustments to textures and collision. We had about 4 or 5 unique room configurations to play in for this demo:


The character model was something else we felt was important and at least wanted in the game, even if it wasn't textured or animated yet, to give a proper sense of scale and representation so far. Although without animation, the model was still able to traverse the levels, rotate to the proper orientation and shoot at enemies with her placeholder projectile. Grace's body, clothing, and possibly expressions, will all be the same geometry, to keep face count low and allow us to achieve the same older console look and style as other objects around her. She is to be unwrapped and textured like any other asset in the project so far.


You can see a bit of a preview of the level generator as well as the way Grace moves and her "dash" ability here:

The other major aspect to this proof of concept demo was obviously demonstrating a bit of our combat. While we didn't necessarily have a gameloop or win/loss conditions yet, we decided we wanted any kind of enemy to be present and be able to be destroyed by Grace to demonstrate how the basis of the shooting mechanic would work. We added in a basic tentacle and eyeball minion to serve this purpose:


Not only did we get this together and working successfully, we also used this opportunity to demonstrate how acquiring items would work, and then subsequently what modifiers of those items might look and feel like. You can watch an item be collected, our projectile strength increase because of so, and some enemies be defeated here:

We've got a ton more planned in the next few short weeks so stay tuned!

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