Devlog 3: Level 2 Continuation


This sprint, the group has been really focused on realigning our goals for the second level, specifically trying to plan out the second level as well as focus on asset creation and further work on the combat and UI. Each team member has detailed their weekly progress! 

Tilly (Producer and Marketing Lead)

The combat/rhythm system has been the most important job for myself over the last few weeks as it's core to our gameplay. I've spent the week researching and practicing how to instantiate new notes in sync with the beat and also learning the ropes of Koreographer. which is a plugin that's helping us map the beats in the song to 'events' in the code. Aside from the rhythm system, I've also been working more on continuing the UI, including sketching ideas for the pause menu, the rhythm game and the main menu. As the producer, I've also kept on top of things like managing the Trello and Discord as well as posting this devlog (hello!). Next Sunday level 2 of our game is due, so the upcoming week will be a crunch-extravaganza to complete the level on time. Following the level 2 due date is the week after for the deadline of our Post Office Hub, which will be the centre of our game, acting as a portal area for all of the levels in the game as well as the tutorial and dialogue with Ollie's boss at the post office, Wilbur - who will be the star of the post office!

Tahleia (2D Art Lead)

After re-evaluating the purpose of our small enemies, we decided to redesign them as final bosses for each level with their own unique distinctive features that'll hopefully be memorable for our players. Starting with the winter boss design, I followed the prompt "a headstone maker, dedicated to preserving the memory of the deceased" to help direct who this character is. I started off focusing on different silhouettes that could be versatile while stylised as we'll be reusing it as a base for the other bosses in mind. It was difficult to create silhouettes that was boss-like without it being too intimidating to fit the style of our game. After receiving feedback and combining two thumbnail designs I believe we found a solid yet simplified design that's effective for its character. Then I followed up with a full turnaround ready to pass on to our tall and beautiful 3D modeller with stunning eyes to bring our boss character to life!




Kirsten (Design Lead)

This week I have mostly been building on the layout and design for our winter level, taking inspiration from Mario Odyssey's fantastic level design to create a solid foundation for our own. Aside from level work I have been modelling some props for our Post Office hub like our beloved Wilbur's front desk, as well retexturing current assets like our pine trees to better fit the scheme of our winter level and connect with the seasonal theme. It has so far been a blast working on these areas of the game and I'm excited to see it all come together with the work the rest of the team has been doing!!




Tate (3D Art Lead)

I cut up Wilbur and organised all of the UV's for texturing in a way that reduces as much work as possible. It has been sectioned off into four UV's so that there is less templates for the texturing. Super proud of how I did the body as I did it as simple and easy to understand as possible.

Madeleine (Test Lead)

I worked on modelling some smaller assets that will be used in the game’s main hub, as well as beginning to model the hub itself. I did however make a few mistakes, so I will be fixing those up along with the rest of my work next week. I also wrote more letters for our second level! It’s a lot of fun getting to build up the lore for this world!

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