Devlog 3: start production sprint 1


Hello again!


This week we moved out of the prototyping phase and moved on to the production of our game.
We spent a lot of time making a decent planning and dividing the tasks for this sprint. 

Code Cleanup
Concerning programming, we remade a large part of the original code that ran the prototype from last week.
Some parts aren't cleaned up as they would be more extensive than they are right now, so until the basics are present we won't yet start on the "advanced" stuff. But to start we moved all the input handeling to the character controller. As well as cleaning up general messy code.

Level
We experimented with the design of our final level. We combined different ideas and started the blockout in Unreal.
Light is very important in our scene, so we wanted to make sure the placement of the windows were thought through.


Character model
The character model received a large upgrade. For this week we sculpted the baby character to a nicer detail level and now we are working on making it game ready. For this week we are at retopologizing stage and it should be done in the following week.


Models
We started working on our final models. They have a childish, skewed design. Some of the models have separate parts for the doors and drawers so we can place toys and maybe clothes in them later, to make the room look more messy.  For next week we want to extent this library of models, unwrap the ones we have and apply gradient maps.


Gradient Maps
We created multiple maps that will be used for our in-game actors, the gradient maps got split up into materials, eg. T_Wood_BC.  We figured out that gradient maps are really efficient to give volume and roundness to objects without  effecting our performance.


See you all next week!

Files

BedtimeBreakout.zip 243 MB
May 17, 2020

Get Bedtime Breakout

Leave a comment

Log in with itch.io to leave a comment.