Dev Log#5 - Timing is everything
And we are right in the production phase. All documents are done, and we can finally start the real work! Okay almost… One of the most important tasks before we can start, is to plan the tasks and the timing. After our first planning we saw that we calculated way too less time for everything. So back to the tasks, adjust the time and created more important tasks like more particles (you can never have enough of that) and sound.
In General
One main issue that we had a lot, was the fact that the prototyping build didn't really represent what our game would look like, because there was no layout or anything like it, present in the scene. This is fixed, as now you can move around a temporary layout of the Kitchen Level. This is to give a general feeling of the Kitchen level but anything can and probably will be changed as we go further into development.
Programming
Our prototype had some problems last week. The movement was not pleasuring to the player. The control over the baby was still a bit frustrating and the mother felt like she was drunk. But with a strict “No alcohol at the workspace” – rule we got her sober. This was probably due to external issues like the controllers or the unplugged computer, as we saw that the code was not the problem and that it worked afterwards without changing anything.
For the baby, at this current state we changed the movement to a normal one like we have for the mother. The movement felt a bit clunky from time to time, so we moved to a basic one for development reasons. This will maybe be changed in the future but for now we will stay with this behaviour.
The slipper was still a big concern, though. On one side it was really hard to hit a baby with a slipper, on the other it was really satisfying if you finally struck one. This is balancing so we will iterate over and over the slipper to make it a bit easier yet still satisfying in the end. But we need more feedback on it as we need to balance the babies and the mother.
For the start of the production sprint we will begin with reimplementing all the important basics such as the movement as we said and then go over the rest of the mechanics such as the slipper for example etc… We will also update our Hack n plan page to make the backlog and the sprint page more readable and complete as we still need to add a few more hours on the programming side.
Art
We started with our 3D models. First of all, we made one simple item to see the workflow. How to create a cookie
- Model a basic lowpoly model
- Unwrap that model
- Duplicate the model and make a highpolymodel out of it
- Put the lowpoly model in substance and use the highpoly to bake it
- Apply textures to create a feeling of clay
- Export materials and model to Unity
- Congratulation you made a cookie! Here have a cookie 😊
Furthermore we started on the models for our four characters. It was the first time ever that our artists had to model human characters, so it started with a lot of research and YouTube videos. But we managed to finish our first 3D model the baby.
For our scene in Unity we made a prototype of the kitchen, so the developers could implement these in our gamedesign.
Task for next week
- Reimplementing basic mechanics
- Implement new mechanics to…
- Balance mother and babies, too
- Finish characters
- Start with the environment models
Files
Get [Group10] Mama Mayhem
[Group10] Mama Mayhem
Status | Prototype |
Author | Tomatoprincess |
More posts
- DevLog#12 - GoodbyeMay 29, 2019
- DevLog#11 - Is this the end?May 14, 2019
- DevLog#10 - I can see the finish lineMay 07, 2019
- DevLog#9 - Back to workApr 24, 2019
- Dev Log#8 - Juice it up!Apr 03, 2019
- Dev Log#7 - First sprint is overMar 27, 2019
- DevLog#6 - End of the first Production weekMar 19, 2019
- DevLog#4 Game Engine - Which one did we choose?Mar 06, 2019
- Dev Log#3 - Prototype period done!Mar 05, 2019
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