Devlog 9: Spring level


Hey everyone! Welcome to the 9th devlog for Postway Pass! This week we have some exciting progress from our team! See below to read more about what our team has been up to this week.

Tilly (Producer and Marketing Lead)

Hey everyone! This week was a busy one for me! I spent majority of this week tweaking and finalising dialogue system. I added a system so when the player interacts with the NPC (in this case Wilbur), the camera will reposition so the player and NPC are in clear view and can make space for the dialogue below the player/NPC - similar to the system seen in Animal Crossing. I also tweaked the UI and added a cute little floating animation for the next button for dialogue. I also did some texturing including the candle, candle holder and the level doors that will be used in the post office scene and also  created some foliage that will be used in the Spring level, with a few different variants of flowers like sunflowers, tulips and lily of the valley. Overall, it’s been a productive week for myself, and with PGF coming up soon, it’s exciting to see the game slowly come together! 



Kirsten (Design Lead)

Hey guys! This week I've been working on a bunch of different areas of the game ranging from level design to UI! A couple weeks ago I did some concepts on combat layout and UI and with some feedback from the team I was able to polish and finalize them! The health bar will feature Ollie on the side with different portraits to represent how he's faring in the heat of battle 🎼⚔️ 

I've also been chipping away at blocking out our Spring level and modelled a new tree variation for it, a willow tree! Some new props and textures will be in the works as we move into the upcoming week, see you all in the next!

Tahleia (2D Art Lead)

This week I got around to finishing the winter boss textures along with our spring boss. Texturing the spring boss was definitely a lot easier and faster to complete as the design itself wasn't as complicated to lineup the texture seams. Hopefully that'll be the same case for our next boss for autumn! After completing the turnaround for the autumn boss, I did some thumbnail poster designs for our game that has left our team undecided between two designs. Following through with this task, I will combine certain elements from feedback to make our final poster design ready for next week!

Hey


Tate (3D Art Lead)

Hey! Here’s my 2 thingies:

 This week I worked on some trailer as well as tutorial assets, but most importantly I worked on the animations for the spring boss. I followed the same frame as the previous boss animations to keep it consistent when it comes to both visual style and variety. Once I completed all required animations I sent it to the git for it to be implemented into our game by Daniel.


Daniel (Tech Lead)

For me, this week was all about modelling some assets for the Winter level. I used Tahleia's concept art to create the jagged fences and the large gate leading into the graveyard proper. I unwrapped the UVs for these models as I made them and when I was finished I moved onto creating the mausoleum. This building is the main eye-catching point in the level and is the first thing your eye is meant to be drawn to when you start. I used a few different examples of mausoleums to design the one I created and I decided that a neat concept would be for this mausoleum to be where our boss (and their predecessors) would be buried/kept in urns.

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