Devlog Update #1
First off, we have a new team member who has joined our team to do music, which is Thortrillion. We aren't the best with music, so we are very happy that Thortrillion is joining the team! :D
Puzzle Planning:
We started day 2 with planning out the puzzles for Mission Squeak. With traditional pen and paper, we sketched out 5 levels, where the player will learn how to play the game and the different mechanics that they can use to sneak past the guard dogs. Here is a small teaser of how we went about the level design:
The coding starts ...
Since we came up with an in-depth game design plan yesterday and the puzzles planned today, we decided to get set up in Unity and get some coding started. We chose to use 3 dog models from the Low poly Animated animals Asset pack that we bought so we don't have to focus on animating the dogs (which we realised was going to be too time consuming). We will be making all other assets ourselves but to save time, we decided that having fully rigged dogs will help us get the game in shape.
Walking pink chihuahua
After importing the 3 models, we got started on the player movement and setting the default animation of walking. This wasn't too problematic as we have done this pretty recently in a Unity course, and having the rigged Chihuahua made things a lot easier. We now have a Chihuahua (yes who happens to be pink because hey, it looked funny at the time!) walking around but not doing much else.
Guard dog activation
Getting the main mechanics in felt like the best course of action next and we started implementing guard movement. Unfortunately, we didn't manage to get as far as we wanted today so we have a guard dog with a navmesh that can go around an obstacle and go to a waypoint, but he just floats and doesn't do much else.
We are planning to get more of the guard movement and mechanics working better tomorrow, but thanks for reading :)