Fourth Devlog
Hello!!
Starting from this week, we are in the production sprint. So we will work now in one project and make everything in there!
What the artists did:
In general we started concepting fleshing out the characters and Environment getting the basic shapes and silhouette's out from the meshes.
meet Jell-O Gent!
some cake layer block outs:
As for the shaders, we mentioned in our previous dev log, we will keep texturing to the minimum (i.e mainly texturing the gradients). So we have to maximize the look of our shaders. In order to do that, we want to add a more painterly look to our scene. However, this is posing to be a little bit of a challenge since the brushstroke look fine from up close:
But as soon as the strokes are being overlayed with the cell shader, the fragmented shadows get lost and the strokes make the model look dirty from afar.
In the following weeks, have to figure out a way to avoid the noisy look on the models and find a good balance between the opacity of the cell shading and the brushstrokes.
The shader above will be reserved mainly for the props and the environment. Our characters will have a jello shader
Below is the jelly shader that we are currently working on. Because it is difficult to find references or visualize stylized jelly, capturing the look of it has been the hardest part of making this shader.
Once we are happy with the style, adding a wobbling effect just to move the vertices around will pull the whole jelly effect together.
We have also been working towards optimizing our workflow by adding parameters for the shaders so the other artists and dev alike can change them easily without having to dive into the shader graphs every time.
What the programmers did:
In general, we started from scratch and remade all the scripts. Since we're not prototyping anymore, we have to make sure that the code we write is according to our tech doc. Under here you can find a list of the things we did:
- Remade the character movement using Polar Coordinates
- and character jump
- Remade the cake manager
- including its layers
- they rotate and the speed will increase the higher you get
- and an empty layer will spawn at a certain layer index
- including its layers
- Made a bomb mechanic with knockback
- Remade the abilities
- In the end we also started adding again that you can move on the platforms, but this doesn't fully work yet
- Remade the menus by improving code readability
- Created a serperate PauseManager script that now can be reused elsewhere
Files
Get [Group12]Bake it ‘till you make it!
[Group12]Bake it ‘till you make it!
Status | In development |
Authors | TheRambi, Hitanee, mathijs warlop, puor.ferret, PelleMinjauw_Howest, Dan_Armonas |
Genre | Platformer |
Tags | Casual, Co-op, Fast-Paced, No AI, Two Player |
More posts
- Sixth Devlog2 days ago
- Fifth Devlog30 days ago
- Third Devlog44 days ago
- Second Devlog51 days ago
- First Devlog57 days ago
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