Devlog 6: Starting the second sprint
Welcome back to another devlog everyone. We started on our second production sprint and we keep marching forward to a finished game. We are pleased to say that some great progress was made this week. The first thing we did was deciding which task to prioritize in this sprint and we also made the task of the artists and programmers align more so both sides have to wait less for assets or features to be implemented. Talk about synergy! Let's take a deeper look what was added this week.
Art
One of our artist whats very busy with creating a tank enemy. This is a very large mouse who charges towards the player, Talk about intimidating. He first made some concept art, then started modelling the tank and last but not least experimented with mixamo
One of our other artist has been busy with rigging and animating our previous enemy, the smaller MouseKnight. He also started making an indicator for the hook so the player can see how far he can throw the hook. To finish it off he created a plant pot and street light made out of a straw and a led light, talk about creative!
Last but not least, our final artist has been busy tweaking the hook because the scale was too big and the shader too satuarated. Then he created foam tiles that we can place in our level. After that he created a open book version so we have some variety in the book departement. To finish it off, he created a FX for the wall outlet that looks electrifying and awesome!
Programming
The programmers were also bussy mouses this week. One of them has been busy with mapping the animations of the player to the right input. The player feels truly alive now. He also made the the logic for the wall outlet that has been showcased in the artist section. The last thing he did was optimize some code behind the screens so that we dont waste performance.
Our other programmer focussed on creating the logic of the mouseTrap that has been showed previous week. He then focussed on making the push function better, now you can push those mouses fluently and with more power. The last thing he did this week was creating a rope attached to the hook so that the hook isn't controlled using magic.
Conclusion
Even though we only started the second production sprint, we already made some good progress again. We added 2 new traps this week and starting implementing animations and some more FX so robbin' Hood is starting to feel alive. Next week we will add the nasty tank mouse in the game itself, this will surely give the player a run for his money! also expect some new assets to be made, so that the attic will fully come to life.
Get Robbin' Hook
Robbin' Hook
Robbin'Hook is a dungeon crawler focused on traps for both you and your enemies.
Status | Prototype |
Authors | DecruKeanu, IschaSoetewey, Bryan van der Linden, Iben Vroman, NicholasLu |
Genre | Action |
Tags | 3D, Animals, Controller, Dungeon Crawler, Fantasy, Short, Side Scroller, Singleplayer, Third Person, Unreal Engine |
Languages | English |
More posts
- Devlog 10: The Finish LineMay 15, 2021
- Devlog 9: We are in the endgame nowMay 06, 2021
- Devlog 8: All locked upApr 29, 2021
- Devlog 7: Almost thereApr 22, 2021
- Devlog 5: Ending A SprintMar 25, 2021
- Devlog 4: Producion Ramping UpMar 18, 2021
- Devlog 3: Start of productionMar 11, 2021
- Devlog 2: End of PrototypingMar 04, 2021
- Devlog 1: PrototypingFeb 25, 2021
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