Devlog 6: Additions


This week the Postway Pass team has been up to a lot! It has certainly been a busy week for everyone, with focuses on completing level 2 and getting started on level 3! Let's hear what the team has to say about their progress this week:

Tilly (Producer and Marketing Lead)

This week I began working on more UI, focusing on ideas for our logo for the game and exploring different colours, layouts and compositions for the logo.

   

      

     

 I also began an attempt at introducing the interactive snow (As discussed a few weeks ago) into our game, but due to technical issues that's been put on the back burner for now. Closer to the end of the sprint, I started working on implementing our Dialogue system, and will continue that on this week. I've gotten a basic dialogue mechanic working, whereby the player can approach the character to which they'll get a prompt asking them to press 'e' to initiate dialogue. The dialogue system is controlled using a script attached to the player that takes reference to an external JSON file from the plugin Ink. Ink is helping us create a dialogue tree of dialogue and choices which is then exported as a JSON and used in the script. The player has the ability to select up to three choices, with each choice leading to a different dialogue outcome. In the upcoming sprint, my goal is to finalise this system and once we have our Wilbur model completed, I'll be able to implement it into the post-office scene. Ontop of this, I want to refine the UI for the dialogue and the pause and start menu. Overall, it's been a busy week and the upcoming week is looking even busier. We will start working on our level 3 soon, with the goal to complete it at about week 10-11. 

     

Kirsten (Design Lead)

Howdy guys!! This week I finished off the rest of the polishing needed to be done for the winter level at this point in time. This included finishing off the interior of our puzzle cave by decorating it a little more and adding in a neat pedestal model for our (secret) torches. I also took some time to play continuously play the level back and forth to make sure it was backtrack friendly, and made changes to it based on those experiences such as adding in additional rocks or platforms in areas that weren't forgiving to backtracking as an oversight. Little tweaks like adjusting the temperature of the lanterns from yellow to more orange, and playing around with the level of atmospheric fog were some other things I did while polishing up the level. These things, while seemingly small tweaks, I feel helped make the tone and aesthetic of the level more cohesive as more and more elements are able to complement each other. Finishing off the week I jumped back into modelling assets for our post office hub, with Wilbur's desk and bookshelf completed!! I also helped Tilly and Tahleia out in concepting ideas for our title screen/logo :^D Stay tuned to see how our soon-to-be-infamous logo turns out!!

   


Tahleia (Art Lead)

This week I have been more focusing on designing the UI for our dialogue system as well as potential logo ideas for our game. Shape language plays a core part in terms of our game's aesthetic and style, keeping this in mind, I have tried to keep the UI dialogue more round and blubby to fit our very own unique font done by our producer Tilly! At this stage we're not entirely sure what direction we want for the portraits to be more detailed with various expressions or keep it as a simplified icons to save time. As for the logo designs, it has been quite a struggle to find a design that incorporates calligraphy and other mail post motifs. I very rarely do anything graphic design focus as it's something I struggle with, but I believe I've done a good job so far in exploration of possible ideas.




Tate (3D Art Lead)

This week I was set to work on the retopology as well as Unwrapping of the Bee Boss model. On top of this I was requested to alter the UV layout for the Wilbur model and work on some polishing of the player model animations. I started off with the Wilbur UV as that was the most important for T to work on, then after this was completed I retopologised the bee boss and unwrapped it for T to work on whenever they were ready. Over the rest of the week I also did some slight polish on the animations.

Madeleine (Test Lead)

This week was super productive! I finished modelling the post office, as well as a few other smaller models. I wrote a bunch of drafts for the hidden letters in the new level. And most importantly, I ran the Twitter this week! It was so much fun to be able to share behind the scenes sneak peaks of our game!

Daniel (Tech Lead)

Last week for me was about getting our bosses animation ready. This involved rigging for the most part. Creating a skeleton to deform the model and controls to easily manipulate the skeleton for animation. As all of our bosses are built from a base mesh, rigging the base mesh allows us to easily apply that rig to every boss in the game without needing to change it. This also means that every boss can share animations, exponentially decreasing the animation workload too.

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