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(3 edits)

Day 5:

It's that time of day again, welcome back to Team Beaver's devlog! We got some good work done today. I finished off the highest priority character animations (with only one more high-ish priority animation left). I had a panic attack at 3am thinking I erased half my animations and turns out, yeah, I did... but thankfully version control saved me - whew. Anyway , now that this is mostly done I can move on to making some neat atmospheric particle effects, environmental assets, and cutscenes. It's difficult to record the particle effects but i have a gif of one below as a preview (with the orange unity boxes unfortunately highlighting the particles). I'll put  a still of the little projectile to the right for a better idea of the in-game look.


Tomorrow it's continuing with environment and cutscenes for me. See below for a humble grass asset.

It's not much, but it's honest work.

Now on to the great progress our programmers had today. Rohith successfully got Huitzil's controls working and perhaps after a bit of animation tweaking we'll be able to provide a sneak peak of this tomorrow or thursday. Rohith also got the level designs down and is working on transitions between levels. Our second programmer, Steve, implemented the enemy AI for our common enemy and helped out with refining Huitzil's controls. They've both been doing great things and I can't wait to see the end result.

Finally, our composer and sound designer, Ryken, did some layout and setup for the audio events using FMOD in Unity. It's all very complicated and, I'll be honest, I have no idea how he's doing it.

Join us again tomorrow for more gifs and more ~foliage~ for now here's a first look at our common enemy trying to defeat you.

He's giving it his best, as are we all. 

See you tomorrow!

Sincerely,

Team Beaver