Thursday, December 1, 2011

Salvage Youth - Week 12 Progress Report

Another busy week, with a much-needed short break for the holiday, but we're coming up on a very big milestone next week and we're pushing hard to prepare for the deadline.

Our changelog for the project for the week is as follows:

Art Imports
Compact Car
Oak Trees
Fence posts
Picket Fence
BG Hills

Camera Fixes
Pause Menu Fixes
Name Tag Labels Appear when you change characters

Added down ramps to the high platform areas
More trash to the world
Swaying Path in Dustin’s Lane
More Wooden Pallets
Fog Fixes
Cloud Particles
BG Hills

Camera Target-Changing Triggers
Tweaked Button Triggers
Rope Spawner / Rope Segment, Rope for the Pulley Puzzle
Occlusion Culling
Name Tag Labels Appear/Disappear when you change characters

A big push we've been focusing on this week is getting in the last critical art elements to start tying the world together - skyboxes, clouds, tuning in the fog/fade and incorporating more detail elements to the world, such as trees.

We've also completed preliminary work for our first robot, the Buzzbot.

We're really excited to get this guy rigged up and ready for the game - he'll replace the last of the placeholder art we had in the game. Randy's been working hard on getting the rigs complete, Stu's rig is nearly finished and he'll move on to getting little Buzz here ready for animating shortly.

With the current push, my plate has been incredibly full working on keeping everything on track and doing a lot of the critical texture work needed for the game. I've been too busy to keep up with the animation needed, but the ridiculously talented Jermz Gallardo has volunteered to help us out in that regard - he's starting work on getting Jenny animated this week, and I'm really excited to see what he does for her.

Zach's been speeding through getting the high-res Stu and Dustin models finished, and they're looking great.

He's wrapping up the last of the detail work on these as I type this, and will be moving on to getting the texture work for them done soon. We're thrilled, they're looking really great, and he's doing a wonderful job of exaggerating the details to make sure everything reads clearly in the engine.

We've been making a big focus on gameplay, too. One of the things we're currently missing is collectibles, motivation for the player to explore. Beau's been doing some great concepts for ideas.

We're also looking at reasons for all the platforms to be in the world - one of the ideas we have that we like is the old scaffolding and cranes from the rockets the parents left the planet on that are now littering the trash-strewn world, as well as old abandoned rockets that weren't ready for lift-off for the Great Leaving.

Finally, I've been working on texture passes for our houses, working getting them ready for final import.

We've been spending weekends in group work sessions, which have proven hugely beneficial - we've been able to get both the Art and Tech Teams to work directly together and get through a lot of issues very quickly, with great results. We're still pounding away to get the last of the work done before our Art Freeze this coming Monday and our Code Freeze this Tuesday, but they're close and we are all planning to take a little bit of much needed time to rest between semesters as we prepare for the second half of production and really polishing our game.

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