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(1 edit)

Hello hello!

Well, 5 more powerful, electrifying days have passed & myself, matsuringo & others have been working very hard! When I say others, I'm referring to some wonderfully talented friends of mine who have kindly lent us their skills in music & sprite creation/animation. With these contributions, alongside the efforts of myself and matsuringo, our little game is shaping up in a way that continues to surprise and excite us!
I am writing this at the end of  day 10, with the end nearly in sight. It's been 5 full working days since I last posted an update. As such I'm going to have to force myself to be extra brief. That being said, I hope a lot of the pictures speak for themselves. I'll also put up a video to show the current state of gameplay!
(Also, as a side-effect of me taking the responsibility to write these dev-logs, as well as the fact that Matsuringo's time is mostly being spent on scripting, the majority of the entries in this update will focus on artwork/visuals completed by myself or our 2D artist contributor)


Day 6:


Small 3D Objects:

I created models for small objects to be scattered about the game environment. This inclides bottles, scrolls, books and a candle!

A collection of small, low poly objects for use in environment dressing


Level Redesign:

On day 6  we went through redesigning the layout of the game space. By this point we knew that there would be only one scene, even if there were multiple difficulty levels. As such, we moved objects about the scene to emphasise freedom of movement & minimal obstruction, allowing the player to focus on high octane alchemy rather than navigating around obstacles!

Screenshot of our collaberative drawing as we re-imagined the level layout
Recipe Book Scripting:

Matsuringo spent some time on the 6th day getting a functional recipe book in the game, a key part of the build necessary for testing to be done by people other than ourselves.

Day 7:

Combining Table:

From day 7 the 3D modelling of key game utilities/scenery began in earnest.  One of the first objects I modelled was the combining table. I do all of my modelling &  retopology (making the models game ready)  in Blender - then bake, paint and build up textures in Substance Painter. For the objects in our game, I will be relying heavily on SP's brilliant pre-created smart materials, as I woudn't realistically have time to create all the ones we need from scratch. That being said, I almost always make some alterations or recreate the material myself with some slight changes.

Combining table I modelled in Blender and (quickly) textured in Substance Painter
Dry-Store Shelves:

As well as the combining table, I got the shelving unit for the dry ingredients modelled.

Animated Character Sprite:

Though myself and Matsuringo are the official development team for this jam, we were keen to extend a hand to talented friends of ours who showed interest in the project & could offer us some of their time/skills. One such person is my friend Henry, who made us a wonderful looking main character sprite and this hilarious running animation!

A wonderful, fist pumping jog animation - done by the wonderful Henry Gale!
Small Objects Textured:
Day 7 also saw me add textures to the small models I had cooked up the day before. It's quick & dirty, but as they are sure to be small in the scene they needn't be flashy. They will serve the important purpose of breaking up the straight lines in the scene & making sure surfaces have some decoration & things to attract the eye!

Small objects with some simple materials applied. They aren't fancy - but they don't need to be!

Day 8:

Dry-Store Shelves:

Textured and looking fine! I'm quite pleased with this one. It's so simple but really satisfying. I like the shelf brackets & general proportions. I had in mind the idea of Primary, Secondary and Tertiary shapes for this - and subsequent models made! The idea being that there should be 3 catagories of form in a piece. The primary, large forms are the main outline - the outer bound of the shelf. The secondary forms, then, are the shelves themselves, the trim as it reaches the floor. Tertiary forms are the finer details, like the aformentioned shelf-brackets!

Dry storage shelves, modelled and textured by me in less than 2 hours!
Walls:

I spent some time creating this wall, to be used throughout the level & give it a nice varied surface. There are 4 colours of brick in here - and it is one of the sets of models using materials I made without presets in SP (all the brick models in the scene use these neat little materials of my own)

This is the main wall piece in the level. I'm glad I used a number of slightly different colours between bricks as it keeps it from being monotenous.

Day 9:

Tower:

On day 9 I created a tower of bricks to be used in corners and to break up long, straight areas of uninterrupted wall.

The tower went through the 'gummy worm' stage of having Vetex colours painted to later be used to add colour variation.
Hand In Window:

The hand in window got the same masonry treatment - with a small wooden serving bar.

The hand in window came together a treat in the end!

Day 10:

Panting Character:

Henry did more fine animation/sprite work with this panting sequence. Matsuringo got it hooked in such that the panting will last longer depending on how much the player has been running recently!

Panting animation, again by the marvelously talented Henry Gale!

Bin:

For the bin, we wanted to get WEIRD. So, we imagined a mimic-style bin that was bearing monsterous teeth. I grinded this one out in a couple of hours!

The Kraken-Bin! Somewhere between a mimic chest and a regular wooden bin!
Textured Cauldron:

Cauldron with textures applied - you can almost smell the tomato soup!

End of Day9/Start of Day 10 screengrab - you can see the textured hand in window in the background!

End Of Day 10: 
By the end of the 10th day, so much had changed when looking back to the previous devlog. So many models, lighting changes, mechanical tweaks and system alterations (though the core gameplay has been the same since day 2 or so). We are, so far, extremely proud of what we have achieved. We got some feedback & are continuing to encourage people to test the game for us. We already nerfed the 'melting ingredient' timer, as it was causing victory to be really rather difficult indeed. That being said, it is playable, challenging, colourful and dare we say fun! Oh and I nearly forgot, we got some AMAZING music too! I reached out to another friend of mine, the talented Turlough McHugh, who was all too happy to contribute some of his talent to our project! Please check out the video below for some beta footage, or check out the 'Mid Jam Testing' topic in the community thread. Thanks for reading, good luck everyone!