Second Devlog


Hello everyone,

Welcome back on our second post for our game. We all worked a lot on some prototypes this week and are very excited to share them all with you!! After a lot of discussing, we have also decided to work with Unity!

What the artists did:

Worked on figuring out how we will go about the pipeline and added a bunch of info into our art bible. Touched on the topic of the characters, facial expressions and assets and animation. Made some animation prototypes using Mixamo rig on a custom character in both Unreal and Unity engines (the test character was made using similar workflow we will use for our characters) 

Unreal Engine character animation test:

Unity character animation test:

We also did some more tests on the shader that we were going to use in unreal and unity to give the game a more cartoony look. Last week we made a cell shader in unreal and this week we decided to recreate it in Unity.  The cell shader split the shadows into six segments and moves with the directional light (aka the sun). 

Cell shader in Unity : 

Since we did not want the character to stand out and not get lost in the background, we decided to also make some an out lines shader for it by inflating the model and using back face culling. 

Outline shader in Unity: 


We also Tested out some VFX effects for when the characters will walk or run in game.  

2D dust particle system in Unity: 

             

What the programmers did:

Since still we weren't really sure about which engine we were gonna use, we decided to make some more prototypes in both of the engines. We made local multiplayer work in both Unreal and in Unity. In our Unreal prototype, the game will add a new player when a controller is plugged in and remove the player with that controller when the controller gets disconnected. In our Unity prototype, if you press WASD on the keyboard player gets added and when you press a button on the controller a second one gets added. We also tested out controller support for both of the engines.

Multiplayer controls in Unity:

Multiplayer integrated in previous Prototype:

A pause screen (for testing the controls in UI on a gamepad):

Pause screen with local multiplayer

Get [Group12]Bake it ‘till you make it!

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