Porduction Week 1 - Production begins!


The prototyping sprint is over and things are getting serious!


Planning

The first thing that had to be done in the prduction sprint was to get things sorted and planned.

Our team uses Hack N Plan as our main planning system. So we can efficiently assign tasks, estimate our work hours and get an overall nice looking and simple project manager.

The Design Model is an important part of it.


So we split it up in the three main phases: Prototype, Production and Polish. We have rough categories for Assets, Mechanics and Systems, but in general every task to make one whole prefab is together in one element.


Just as an example.


Developement

We were really busing planning in the first production week to get everything right in the following weeks. But some stuff is already in progress.

Character Controller

We essentially recreated the movement behaviour of our prototype, just with some efficient and clean looking code to reach a certain quallity standart.


There is one feature that makes life waaay easier.

Which is supporting multiple players with one controller script.


Pick ups & Inventory

To accompany the character that is in production, we are also making the items that you can pick up and for now a basic inventory to test the pickups with.


The green spheres are the current representation of ranged weapons and the red sphere is the melee weapon. And the purple spheres are the distractions.


Art

Quick character designs have been made. Currently we are reviewing these designs and looking into what can be made better for our purpose.

The first design is for our basic kid enemy without any special abilities. Both male and female variant:



Our sporty enemy with increased movement speed:


The tank who has increased resilience:

And lastly the little bully with a blowpipe... With a handy reserve of darts in his hair


Modeling the environment

We started iterating on the shape language of our assets, in order to find the most consistent art style for our environment which fits in our budget.  We started with our main assets and are moving onto our park decorative items. 

This will allow us to create a mock-up of our level with the main elements included, and allows room for further expansion and tweaking for the composition of the environment.

The Café building will be one of our center pieces, and one of the few solid buildings in our level. Getting it right is crucial for nailing down our art style


The gazebo will be one of our other prominent pieces, a possible place for pickups and a confined place for enclosed combat against raging feeble children who are on a sugar fueled frenzy

Our smaller assets are coming along as well, we will use this to color our mock-up scene and establish some placeholders for our game mechanics



Creating such a goofy environment is very fun!

Get Two Man Horse

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