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Recent news

1/9/2015

Web page created

 

Week of 1/19

The team  come up with both charge and passive items, 3 ememies, and a meeting was held to figure out the mechanics for the bosses in development  

 

1/19/2015

Web page Updated With Updated Team Name, New Concept Art, and Our Newest Teammate: Shawn Martin  

 

Week of 1/26

The team decided on new features going into the game: consumable potions and consumable Journals. Both of these consumable types will alter the state of the game in one method or another. One example is that the player's color could simply change or they could be set one fire for simply using the consumable.

This week also had on going develoment of Items and enemies.  

 

Week of 2/2
 

The team stared creation on in-game assets and engineering. VFX, enemy models, boss models, UI, system updates (coding changes), and level design / implementation are all under development. This was the first major week for the team in aspects of asset creation.

Like always the team is still coming up with new enemies and items so that the back log of the game can keep getting bigger.  

Week of 2/9
 

The team created a brand new model for Periwinkle. They started to create more effects and models that will populate the rooms of play. Under the hood the team worked on getting the random generation up and running and they worked on the item system functioning. Consumables and enemy mechanics began entering the system. A first pass at rigging Periwinkle and basic animations started coming along. Last but not least the first pass on the GUI was created allowing the team to get an idea for layout.

Week of 2/16

 

The team worked on pooling their efforts of the last few week allowing for major break thoughs in assets working there way into the engine. Level layouts, VFX, Enemy attributes, Models, Items, and Floor Generation are just some of the new thing that got added into the game this week.

Week of 2/23

 

The team started pulling all assets and objects from their different areas of work together to start getting a snap shot of what the Alpha is going to look like.

Week of 3/2

 

The team the team ran into a snag when they random generation enetered the game. The Nav mesh issue was resolved by Arnold and Chris quickly helping the team get back on track. The rest of the team worked hard to get the in game assests into the game and working.

Week of 3/9

 

The team started plugging sound and textures into the game allowing the team to get a feel for what the final game will end up as. Rob and Trenton worked really hard within the new roles they had to learn (Texturing and VFX) and their hard work is starting to cover up a once gray box world.

Week of 3/16

 

The Alpha is due. The team go all functioning features that were needed to be shown off in. Very exicting time for the time.

Week of 3/23

 

The team had a week to recover and assess the game because of Spring Break. Some members chose to keep working and other member took the time to overview the work that would be to come.

Week of 3/30

 

This week the team came back together and started to readress the game in its current state. The team worked hard to get a non-techinal demo made and the result was leeps and bounds better then what was shown for the Alpha.

 

Week of 4/6

 

The UI was updated so that it was not going to give all of the relevent information to the player. The Art team continued to work on the textures for the enviroment and the enemies. The engineering team pulled all of the updated assets into the fame and work more on many of the internal systems. The animation team created rigs and animations for many of the Alpha enemies.

 

Week of 4/13

 

This week the team is starting to develop new basic enemeis both in code and modeling. The animation team is working on retooling Peri's current animations. The Art team is still unwrapping and texturing all of the content from the Alpha but this was expected to take a few weeks. The VFX artist collected ideas for all of the new enemies and started working on generating content.

Week of 4/20


This week the team finished up the AI for the enemies and started programming the items for the game. New VFXs were created for the new basic enemies. Periwinkle's animations and movement flow was updated for cleaner looking movement. The Mini-map was updated along with the In-Game HUD. The art team continued to texture and UV unwrap the different enemies as they were created.

 

 

Week of 4/27


This week the team started polishing the enemies and the VFX. Some under the hood systems had to be reworked and cleaned up. More enemies and some new doors began getting Rigged and animated so that the model style would stay consistent. The team hit a snag with the UV unwrapping and rigged models not working together so the team was set back a few weeks. All of the new items for the game were modeled along with new consumables.

 

 

 

Week of 5/4


This week the team continued to fix the in engine animation issues that arose last week. The Team also started to go though and fix the entire placement of the VFX so that they were getting into the right place. More music and sound effect were found for the game so that more of a feel of the space and the setting could be understood. Animations and rigging for the last of the enemies were continued. The art team continued to recover from the unwrapping issues that were present last week. The HUD and the UI started to get overhauled. More last minute models were created where they were needed. 

 

 

 

Week of 5/11

 

This week the team worked on polishing up bugs from the feedback that was given after a playtest. New lighting for the game started to get created to help give the team a real idea as to what the lighting would look like. The animation team and the art team looked into transferring the UV sets from models to one another to save time but there was not luck in this action. Some of the updated art got in for the enemies along with the new animated doors. Some content was cut by the team due to time constraints; this helped the team to be more focused on the coming weeks of work.

 

 

Week of 5/18

 

This week the team started to get the foundation for the tutorial set up and started creating the UI for this feature. The on-going process of finding sounds for the game continued. Bug fixed and polish has officially become the core of the work for the team. Animation is now starting to clean up and polish some of the old timings of the already animated enemies. UV unwrapping and HUD polish is underway, this means that the Art team is in full swing within their polish phase.

Week of 5/25

 

This week the team updated the tutorial and worked with getting all of the enemies animations working as intended. The art team are starting to finalize all of the items and enemies all while trying to get them into the game. Some last minute VFX were created for small visual updates. On the animation side the enemies were updated with some last minute animations for flinching adding to the game feel.

Week of 6/1

 

This week the team the game is due. The team is putting the finishing touches on art, animations, systems. Most of the work that went into this week was just polish for the showcases that are comming up. Final sounds and lighing also made it in this week.

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