Devlog 4: Production part 1


Week 1 of the first production sprint:

Hello everyone welcome to our weekly update to our game, this week we started to go into the production fase of our game.

After a few weeks of prototyping we finally started on the production of our game, this means we left the prototype unity project behind and started from scratch in a new unity project. In this devlog we will share some of the things we have done this past week.

Programming

Dashing mechanic

For the first week of production the programming team focused on the 2 major mechanics in the game. The dashing mechanic and the abilities. For implementing the dashing mechanic we first created controller mappings so our game can be played with a controller. (Don't worry, keyboard controls are in our backlog ;) ). And after the first iteration we have the basic movement like in the prototype.


Ability mechanic

Implementing the abilities proved to be less straight forward than the dashing. In the prototype our ability system was very barebones and highly coupled to our player character. For all you non programmers that means bad news  and the more we would add, the harder it would get to create new content. Because of this we focused on making the ability system open and decoupled from the player character so it is easy for us to add new ones. Here you can see the system working with the shuriken ability.


Art

Environment

Sereveral props were made this week, i got started on a billboard mesh, and also completed the vending machine mesh in maya.

The billboard meshes will be used for the main source of platforms in the game where the players can dash on, this will lessen the work load so we can focus on more important stuff.


We started creating a rough idea of what the game would look like in unity by placing some placeholder meshes around the level and creating some materials, these materials are of course far from finished but a begin none the less.

The crown has also been finished. We added some gems on the side so it looks extra royale.

The ninja star for the gecko has been modelled. The blade will rotate fast so some contrast on the blades will help keep it visible.


We started on the design proces for our characters, this was done by making some sketches in photoshop.

With the goal in mind to make our character fun and interesting yet simple because a complicated character would be very hard to read from the in game scale we are using. The designs are going to be low poly in the 3D version so complicated designs wouln't make sence either.


These are some of the best designs of the Ninja gecko. with some references next to the designs. Reference is very important when designing characters.


these are some of the best designs for the hedgehog. Our hedgehog was intended to be a crossfit hedgehog in the beginning but we made him a Japanese Rockabilly Hedgehog to fit our urban Japanese theme.There are reference photo's next to the designs to understand the design proces.


Files

KingOfTheCrown-v0.4.zip 27 MB
Mar 21, 2022

Get KingOfTheCrown

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