Devlog 4: Sprint 1 Week 1


Hi!

We were greenlit in the last prototyping round and that means we entered Sprint 1!
Entering production meant task delegation. Each member of our group was given the task to create and delegate all tasks needed for our first sprint and a playable build. 
The overall feedback given to us was positive and our group has a clear vision of what our game will feel and play like.

Art

In general all art related prototypes including the art bible were a success. That would mean were in production now! So where do we start?

Characters

For the characters, a good amount of time was taken for gathering references such as images of: Robots, scraps, vehicles, tools and media that inspired our game. Starting with a variety of silhouettes, trying out different shapes and body types. Moved onto horizontal sketches based off of the silhouettes an kept the details vague. A small amount of progress has been made in the vertical designs.


Environment

For the environment and it's assets a deep reference gather was to take place. That meant that this was our main focus for this week in terms of work being done on the environment. Besides that we already have ideas for what props can be made and how to tackle issue that can arise. We have already begun work on the blockout for our level.


Code

The first priority now is to add the scaffolding of our game as start for developer build.  We need to start from scratch and need
to set up a basic playable build as soon as possible. 

This will contain a new level scene based on the blockout. With the player controller and camera. The level can be played by checking out the recent build.

Audio

Prototyping meant getting a feel for the overall sonic mood of our moment to moment experience, a lot of effort was made to find or create assets that would accurately simulate what our game would sound like. Also testing out methods to properly link audio to specific actions in our game. Generally speaking the logic of the previous prototype build was sufficient to start production with. A single audio manager delegating whatever needed to happen for the players. Something that was still a question was how this system would handle multiple players, as the decoupled method only allowed for one player in our scene. So other than collecting a lot of assets, editing them and creating new ones I set out to find a proper way to handle a lot of players making the same calls. Technically speaking that meant that a single audio manager instance should be present with the addition of delegating ID's or numbers for each player. This way the single audio manager won't mistakenly overlap similar audio calls from other players.

The general sonic mood was received positively, so the sound color of all assets wont change much. The only addition would be the complexity of each audio asset. Giving them more body and a story as our players are bulky robots. Think R2D2 with more presence or gravitas.

Files

SCRAPPLED[Gr20]_Sprint1_Build.zip 39 MB
38 days ago
Scrappled[Gr20]Sprint1.zip 1,011 MB
38 days ago

Get Group20Scrappled

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