It's been a couple of weeks since the last update, and a lot has been done on the game in that time. We had a very successful and exciting Career Fair showing (and thanks to everyone who stopped by our booths and checked out the game!), took the weekend off to recover and catch our breath, then rolled up our sleeves and got right back to work.
The first thing we did was very, very carefully review everything in the game that needed changes, tweaks, polish and attention. Then we looked at how much time we had left (not much!), who we had available to work on it (a very, very strong team) and came up with a plan on how to get everything looking as perfect as we could.
The biggest thing we wanted to do was get in more content - we had the tutorial section working very well and two good, polished puzzles for the start of level one, but we we wanted two more puzzles to wrap up the gameplay for our Gold/RC1 release. We set Vinny and Thor loose on a brainstorming session, got Bobby to write some new gameplay scripting code and we ended up with some of our most fun new additions to the game - our third puzzle falls back on the skills the player learns in the first half of the game and adds some new additions, creating a great little area for players to explore. We even got to add in a new mechanic to our game - our AC unit can be repurposed by Jenny to create a Cyclone Booster to launch our other characters over obstacles.
This puzzle leads to the finale puzzle for the game, as it stands for our first release candidate. We're still locking down the final details for it, but it will use mechanics we've used in the past, combined in new ways, to be a great big over-the-top sort of puzzle to finish off the level.
We spent a lot of time and attention on the world itself and how the players interact with it. We've been devoting a lot of care on Jenny and how she plays - right now her skills offer the player the least amount of choice and autonomy, and she feels less fun as a consequence. We're adding bigger rewards for her actions and adding a bit more of a challenge to the way the player controls her, making a mini-game to the "fix-it" animation and interaction where the players have to button-mash a simple sequence. We have the base mechanic in, and the GUI and particles for the action will be added in the next couple of days to complete the effect. On top of that, we're making sure it is clear where and when she can use her abilities and what effect they may have.
We have a couple of Buzzbots, tasked with holding up platforms, that have... seen better days. They don't have the strength to hold up much more then their platform, so when a character jumps on it they fall to a new location. To help communicate their status, we added a new animation of the Buzzbot struggling, as well as black smoke pouring out of them to show how they're malfunctioning.
We also added in new art for the name tags that appear over the character when they're selected - a simple, but effective - little touch.
We finished and polished the letterboxing and dialog system, then worked on adding small cinematic moments in the world where we do a camera fly-through to introduce the player to the next challenge they'll face. It works great, giving them enough information to let them come up with a strategy for tackling the next puzzle.
We also added the ability to create background animations, with Buzzbots flying around in the world carrying trash. It's another simple little touch, but it adds a lot of life to the scenes and ties it all together with the backstory really well. Using the iTween plugin for Unity and changing the interface to work easier for designers and artists was a huge win for the project, as this sort of thing would be a lot more work without it.
The tutorial level itself got a lot of love this last week, getting a full art/content polish pass and a lighting and shadow pass. It gives the player a nice introduction to the world in a safe, contained small play space and visually communicates the levels of trash and abandonment we want before setting the player lose in the more open world of the neighborhood.
We got the new elevator and button modelled and textured and added to the game, and they look great. We also added a little hang-out area under the scaffolding where Stu and Dustin spend their time while Jenny works on the rocket - a great little story-telling setpiece.
The lighting pass really made the level look great. We created some "hot spots" on the platforms to direct the player, then reappropriated some lamps from the work bench to create reasons for the lights to appear, making them all motivated by on-screen lighting features.
The intro cinematic is coming along beautifully, with all of the line art finished, the backgrounds painted up and half of the animation done. We just need to finish the last of it and spend time polishing it and we'll be all set. Laura and Beau have done a great job on this stuff.
We completely redesigned the Main Menu. Instead of the floor of the playhouse, it is now set up on Jenny's workbench. There's some lighting and texture polish we have left to do and a little bit of functionality coding, but we're nearly complete, and it looks awesome.
We have some new models to add to the level as well, creating more story areas and variety to the trash. It's amazing the amount of different models and set pieces we already have. Our environment artists have been so prolific over the whole project it blows my mind.
We've got concepts and starts on models for a few other objects, mainly backyard toys to show more of the history of the neighborhood, hinting at other kids living in this world that may or may not have made it onto the rockets that took off.
Overall, we've got a lot done, and a whole lot more left to do. We're going to be getting our gameplay trailer cut together this week and meeting later tonight to plan our last big push for the semester. We'll have a release to let people play in the next couple of weeks, then take a break for a little bit to recuperate from a long, stressful, successful school year. We are planning on coming back to the game this summer to get it ready for submission into contests and showcases, and will be sharing a lot about our plans for this phase of development once we've had a chance to really nail them down, but for now we're nearly done with this last big effort and ready to take a well-earned vacation.
I'll have more news next week, so I'll leave it at that and sign off. See you next week!
Showing posts with label art. Show all posts
Showing posts with label art. Show all posts
Monday, April 16, 2012
Wednesday, November 23, 2011
Salvage Youth - Week 11 Progress Report
Another busy week with a lot to show, but I can tell the team is starting to feel the weight of a long semester. It'll be nice to have the Thanksgiving holiday to let everyone depressurize a bit and get some rest.
We've started keeping a more detailed changelog as the designers get in and start making tweaks to gameplay and getting more and more mechanics into the game. Current changelog for this week, as of Monday:
Art imported to engine
Game changes
You'll also notice we've got a first pass at fog to create atmosphere as objects recede into the background. We should be getting a skybox and background planes for the distant city in within the next week or so, as well as low-poly houses instead of the single-plane billboard-style houses.
We're also going to be adding in a lot more art into the screen to start filling out the world. We're in the process of planning our modular trash pile system and just got our first pass at models for one of our trees - we should have older decaying versions of this tree and a couple other types within the next week or so.
Beau finished up concept work for the bus, the third and likely final vehicle model we're working on for this push of assets.
We've started keeping a more detailed changelog as the designers get in and start making tweaks to gameplay and getting more and more mechanics into the game. Current changelog for this week, as of Monday:
Art imported to engine
- Stu Rev1 Model
- Jenny Run animation rev1
- House wooden Planks
- Picket Fence
- Billboard houses
- See-Saw final
Game changes
- Pulley puzzle set up for Jenny/Dustin
- Start of splitting up of kids within the level
- Added House Billboards to the level BG
- Got Jenny Animation working in engine
- Got Stu model in engine
- Bug fixes to Stu Pickup/Throw
- Stu can Jump!
- Dustin has a gui element (temp art!)
- Dustin's sprint has a trail
- Main Menu camera Tweens edited
- Main menu button fixes, no more invert
- Jumping controls smoothed out
- Atmospheric fog
- Screen Space Ambient Occlusion
- Field of View changes per character
- Camera fixes so all 3 kids are visible
- Outline shaders edited
- See saw puzzle edits
- Messaging system
Even beyond this, we've made a number of other changes - we've got basic screenspace GUI elements in place, such as a rudimentary word balloon.
You'll also notice we've got a first pass at fog to create atmosphere as objects recede into the background. We should be getting a skybox and background planes for the distant city in within the next week or so, as well as low-poly houses instead of the single-plane billboard-style houses.
We're also going to be adding in a lot more art into the screen to start filling out the world. We're in the process of planning our modular trash pile system and just got our first pass at models for one of our trees - we should have older decaying versions of this tree and a couple other types within the next week or so.
Beau finished up concept work for the bus, the third and likely final vehicle model we're working on for this push of assets.
He's also put in a bunch of time getting the concepts tied down for our Buzzbot model, which we should have modeled soon.
Meanwhile, Zach finished up the base model for Stu, and we've got him in the game!
This is just a flood-fill texture, we'll have a much more detailed texture pass on him in the next couple of weeks as Stu and Dustin get put through Zbrush for high-poly sculpts and final textures.
Alexi, as usual, has been modeling like crazy.
I got some more texture work done on top of working on the animation for the kids.
We've got our First Playable presentation coming up in just a couple of weeks and we've scheduled out the tasks needed to get us ready for this milestone. We're already in pretty good shape, things are really moving along quickly, but we have a left to go. We're pushing hard to polish gameplay up and start getting sound into the game, and there are a lot of art assets we're going to need to get the world really tied together, but we're all on track and excited to get this next big push complete.
See you next week!
Labels:
art,
concept art,
digipen,
game,
production,
progress journal,
salvage youth,
wasted youth
Thursday, November 17, 2011
Salvage Youth - Week 10 Progress Report
Another productive week with a lot of exciting progress, even with the myriad distractions that presented themselves this week.
First up, we got the car model finished and unwrapped. It is now being sculpted in Zbrush by Dan, and we're excited to get it in-engine.
We made a handful of smaller props to help fill out the trash in the environment, too.
Alexi also made a set of platforms we can attach to rooftops and piles of junk to help build out the paths the kids will take through the environment.
Additionally we have the base models we're using for our main menu completed and ready for sculpting and textures.
The see-saw and mattress are also ready for texture.
As well as the first draft of the small car model.
And the picket fence.
If you hadn't noticed, Alexi is an absolute beast when it comes to producing models.
I made a texture set for the see-saw this week.
First up, we got the car model finished and unwrapped. It is now being sculpted in Zbrush by Dan, and we're excited to get it in-engine.
Alexi also made a set of platforms we can attach to rooftops and piles of junk to help build out the paths the kids will take through the environment.
Additionally we have the base models we're using for our main menu completed and ready for sculpting and textures.
The see-saw and mattress are also ready for texture.
And the picket fence.
If you hadn't noticed, Alexi is an absolute beast when it comes to producing models.
I made a texture set for the see-saw this week.
Beau has been cranking through concept art as well as churning out great game concept layout work.
The designers have shifted focus, now that we've got a lot of core functionality in-game, to laying out fun to play platforming puzzles and then providing them to Beau to make them make sense for our game world.
The game layout itself is getting to be a lot of fun - still a lot of placeholder art and objects in, but it's coming along great, and the data we're getting from our weekly testing has been incredibly valuable.
Zach got ill this week and wasn't able to get through everything he wanted to, but he still did some wonderful work getting the wrench finished up and working on designs for Stu, our third kid.
He's already underway on modelling him so we can get a rough version of him in-game and get rid of the last of the placeholder robot guys. We're all really excited to see him in-game.
Finally, and most exciting for me, Randy finished the character rig and got animation import working for the game.
I've been spending the rest of my time working on animating Jenny and getting her ready for in-game. It's been a lot of testing and working with the designers early-on to get the speed and physicality down, but I should have a lot of fun stuff to share soon.
We set ourselves some new goals this week and are looking at making some really exciting new art and gameplay over the next month or so, and with any luck we're hoping to have the game ready for early public testing by mid-January.
Labels:
3d,
art,
concept art,
digipen,
game,
rigging,
salvage youth,
wasted youth
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