Devlog 5: Production!!!!
We’ve officially entered production phase! After weeks of prototyping, iteration, and refining our core systems, this marks a big milestone for the team. While there are no new features or gameplay updates to share this week due to the transition to a new build, the groundwork laid during pre-production has given us a solid foundation to build on.
This week, our programmers has been focused on setting up our new production build. That means no new playable version yet — we're currently rebuilding systems with stability and scalability in mind.
Art:
The artist began working on the models, focusing on the playable character, the environment, the traps, and the enemies. The character model is divided into three key areas, which we treated as separate models. In the picture below, you can see the three areas combined: the backpack, the vacuum cleaner, and the base mesh.
We've already started working on a rig for the slime enemy, because we needed a simpler way to animate it that did not require vertex animation to create the kind of movement where the slime drags its own weight forward while also having a wobbly body. We found that using 3 bones instead of two gives more control over how the body deforms, allowing us to give the enemy some extra motion around where the bone sticks out of its body, on top of the main motion of dragging the body in one direction, driven by the middle bone.
Spike trap:
The enemy (with rig!):
The Factory:
Files
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Status | Prototype |
Authors | marsd, Davs27, Dimana_Radeva, AbyssMuffin, Toto.cie |
More posts
- Devlog 6: More production!!!5 days ago
- Devlog 4: Still, prototyping40 days ago
- Devlog 3: Still prototyping47 days ago
- Devlog 2: Prototyping54 days ago
- Devlog 1: Research62 days ago
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