Devlog 3 - Battlefront


Timeline:

  • Thursday Feb 15th: Level prototype check-in with Karthik
  • Sunday Feb 18th: Reading week game plan meeting (Art)
  • Feb 19th - Feb 25th: Reading week
  • Monday Feb 19th: Reading week game plan meeting (CS)
  • Thursday Feb 22nd: Reading week game plan meeting (Music)
  • Sunday Feb 25th: In-person meeting to work on some stuff
  • Tuesday Feb 27th: Alpha demo presentation

Synopsis:

Over reading week, we juiced and polished the level prototype (which is Act 0 and Act 1 of the whole planned game). Linked is the Alpha build we presented at the end of the process, which we feel does a good job of encapsulating the experience and gameplay we want.

New or improved features:

  • Improved/revamped music and audio SFX
  • Colour grading on camera and Wish ambient SFX to emphasize POV difference
  • Improved cutscene with videos, vignette, ‘next slide’ button and SFX
  • Open-able notebook to view summary of cutscenes after the fact
  • Environment (almost) fully textured
  • Preliminary 3D sculpt of Jules (that rotates with movement), visible as Wish but invisible in first person view
  • Environment populated with ‘flavour clutter’
  • Starter hallway created with void tunnel, tutorial splash screen triggers and small camera cutscene for first POV switch
  • Interactable objects have flavour text (which can differ between characters), and glow in Wish’s POV
  • Added a couple more items to the first puzzle (broken chair, painting)

Next steps:

  • Improve 3D character model for Jules - sculpt, rigging, animations
  • Improve the puzzle - add more informative text, better indications for Wish, etc.
  • Texture the ‘flavour clutter’ and add flavour text in a way that’s differentiated from puzzle-relevant text
  • Code cleaning!!! Make it scalable, clearly labeled and organized
  • Expand tutorialization - make object interactivity clearer, surface more information
  • Playtest more!

Files

Alpha Build (Windows) 150 MB
82 days ago
Alpha Build (Mac) 160 MB
82 days ago

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