Devlog 10: PGF Prep


Welcome to Postway Pass's 10th devlog - with only 3 weeks until the Perth Game's Festival, the team has been hard at work trying to chip away at progress towards the final Spring level of our game and the post office! See below to hear what the team has been up to this week. 


Tilly (Producer and Marketing Lead)

Hey everyone! This week I spent all of my time focusing on concepting for UI. I focused specifically on the UI for the main menu's in our game such as the start menu, the pause menu and the gold mail pop-up. For the pause menu, I explored the idea of having it as a journal that Ollie opens and scribbles notes in, such as how many pieces of mail he's collected. For the pause menu, I explored a few ideas like having some showcased splash art, an open mail letter and a postcard. 



Daniel (Tech Lead)

This week was about implementing some of the assets the team had created into the game, replacing the old placeholders we had. The main thing was adding the various UI and gameplay elements into it. Along with that, I also wanted to add some extra flair and polish by making various animations and effects to bring it all together. Having the UI "bounce" to the beat of the music, the health bar shake when your health changes, and creating little particle explosions go off when you successfully hit a note all adds to create a satisfying experience.


Tahleia (2D Art Lead)

Continuing from last week's task for the poster design, I created a more refined sketch combining elements from what everybody liked. I received helpful feedback from Daniel and Kirsten in enhancing the look to have more impact and correct any awkward elements. I am now in the stage of applying colour and rendering. I have also done UI icons for all our unique bosses and updated the Wilbur icon for our dialogue system. Currently I am texturing winter props that Daniel modelled last week!


Kirsten (Design Lead)

Heelloo!! Last week I spoke about modelling a new tree type for our Spring level, the Willow tree! This week I have completed texturing it as well adding some extra details like sets of leaves on the tree itself and hanging vine leaves to add to the somewhat gloomy vibe that will be present at the beginnings of the level. I also edited a past bush model we had and added flowers/leaves on it for Spring! To tie into all the texturing talk, I also had the opportunity to texture some props that our Tech Lead Daniel modelled last week for the winter level, including the winter boss' tattered cape, urns, and some lonely flowers... Aside from those things I also concepted some ideas related to combat UI to make it a little unique and specific to each level/boss the player will be fighting in, this one is a possibility for Winter!



Tate (3D Art Lead)

This week I worked on and finished the Autumn Boss model. I started off with the ZBrush sculpt and exported all Autumn assets over into Maya to start retopologising. Once I finished my retop I cut up the UVs and pushed all 3 steps to the Git for rigging and texturing to be done

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