Devlog 8: Post Office Open for Business!


Welcome to the 8th devlog for Postway Pass, and oh what a week it's been! With PGF coming up in 35 days (!), we're quickly approaching the deadline for our game! The team have been hard at work working on the game in preparation for PGF, let's hear what they have to say this week!

Tilly (Producer & Marketing Lead)

Hey everyone! This week I got to spend more time focusing on the 2D art side of things which was a lot of fun - after some discussions with the team on the direction we wanted to head in for the game's UI, I did some concepting of potential icons that can be used throughout the game for things like the mail counters, ink/crystal counters and dialogue prompts. I also created a sheet showing the colour palette used for UI that the other team members can reference when concepting or creating their own UI elements! I also did some concept art for foliage that will be used around the spring level and in the post office! After talking with the design lead and art lead, I'll be simplifying the foliage to make it more fitting to our style, adding chunkier and rounder shape language.



Kirsten (Design Lead)

Howdy again! This week I dived straight back into working on the Post Office, mainly focusing on texturing all the wonderful props we now have! I am the most proud of how Wilbur's Desk and Rug turned out, I had the most fun hand-painting the wooden details and funky tassels! I learned some new things about using Alpha Masks to allow transparency on textures and models, for example, the rug is just a flat plane-like object with a texture! The negative spaces in between the tassels were achieved using an Alpha Mask so we didn't have to model each and every one, acting like a cookie-cutter almost! Once most of the textures were finished I jumped into Unity to assemble the Post Office scene, setting up the shaders and textures and arranging the props to reflect the lovely concept art of the Office done by Tahleia a couple weeks back! Now Wilbur's abode and workplace is nearly complete! In the next week the Post Office will hopefully be open for business, and the upcoming weeks will be focused on the Spring level!


Tahleia (Art Lead)

Through discussion as a team we liked the idea of having the spring level to be a failing garden but gradually towards the end is fulled with life. With this in mind, I wanted to incorporate the look of an antique garden but in a more simplified matter to fit our game's style. In order to save time I figured that we could reuse the same props and make an overgrown and aged version of it to match the failing garden theme. The other thing I focused on was concepts for our autumn boss that we decided would be a conductor several weeks ago. Number 1 seems to be a solid choice from our team so I'll be making turnarounds for it shortly!



Tate (3D Art Lead)

This week I worked on the animations for both the Winter Boss as well as Wilbur. I started off working on the Winter Boss as that was rigged first and made a total to 5 animations (Idle, Attack 1 and 2, as well as Damaged 1 and 2). After completing these 5 animations I submitted them to the git. Once Daniel finished the Wilbur rig I started on the animations for him asap. I did 4 animations compared to the planned 2 as I wanted to create some variety in what was available as well as wanting to make use of my time and not have to worry about creating more down the track. Once these were completed I took the liberty of starting some marketing work through planning of trailers and other means (eg. Small video animations that could be used for reference if needed). Though this was out of my sprint goals, I wanted to make use of our limited time and lessen the work load down the track.


Daniel (Tech Lead)

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