We're not waffling around now!


Hey there everyone! It's Liz here to go over the new changes and additions to the game. Let's get straight into it!

For this week, I worked on cleaning up the texturing quite a bit. The team and I decided to add a pixel affect via the players camera, rather then through the textures. Due to this, several imporant buildings/locations got updates. As well as that, I was able to get a few new textures for you to mess with. Two imporant locations that got rework were the Diner and the Bakery. Both of these originally used a bright yellow style texture, meant to help the buildings stand out. However, these textures stood out and felt very out of place compared to the rest of the city. As such, there were removed and replaced with cleaner textures.

Lastly, the new POI that was added is the police station! This location is crawling with a police, and challenges the player with both stealth and platforming. Here's a look at the building;

Now onto to the rest of the team, starting with our 3d modeler, Robert. This week, he focused on several key assest, as well as a few small details. Currently, the game is missing models for the camera and dog enemies, but no more! The dog is designed to be a small and angry fella, with sharp teeth and an agressive barking face. The camera is set to be placed all along buildings. It has a point in the middle that be bent, allowing it to stand on the side of buildings. Lastly of the major models is the police station. This one is important, as it is a crucial landmark of the game. The building is an imposing 3 stories, with balaconies on each of the floors.



As for small details, a new bench was created. He also modeled a simple switch, that will be tied to specific puzzles. Lastly, we finally have a sky box, giving a very pretty nighttime view!


Next up is our animator Jay! This week, he focused on rigging the two new enemies. Both the dog and camera now have rigging, and the main animation process has begun for each. The polices animations are also fully in the game, with a idle search, walk, and spotting animation. Lastly, the switch has a simple animation to go along side it.

Jay has also made a few sound effects that are present in the current build. Two of them are enemy focused. Players can hear the dogs barking, as well as police sirens. There are also two sounds for throwing an item. He added a wooshing sound, for when the item is being thrown. The can also has a clanking sound, that plays once the can hits the ground. Lastly, a simple jump sound as been added, that plays whenever the player jumps.

Next up is the programmers, starting with Larry. He begin with implementing Jay's police animaitons, testing to make sure that they played correctly. He has also created the main menu, and the accompanying help menu. Both of these menu is still in the early phases, however they do work and guide the player to next scene. He also placed the cop enemies throughout the level, making sure that the surroundings do not interfere with their pathing. The double jump feature has been removed, as the team felt it was more of a problem then a useful feature.


Lastly, Larry added a few basic puzzles to certain sections of the game. These puzzles will be tied to the switch asset, and will be used 

Finally, we have Angel. He worked on a shader that adds a small outliner around the player and enemy characters. He also cleaned up the compass system. The compass will now follow correctly lead the player to the nearest sweet location. Lastly, he added the AI for the camera system. The camera will slowly turn from right to left, and then back. It allows the player sneak past during that interval.


That wraps up our weekly devlog! All of our major locations and enemies are now added, allowing us to ease up and focus more on clean and polishing in the next few weeks. Thank you for reading!

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