Devlog 04: The first production week.


Good evening fellow game enthusiasts!

We got green light for production and are ready to take off! This means the team is busy building everything from prototype again in new files from scratch. We are excited to share this process with you and hope you enjoy our latest updates!

Programming:

Let's begin with the programming side. Admittedly, there isn't much new progress. We've managed to get a basic cube moving, though we encountered some issues with local multiplayer, which is still under development. The stadium is now fully integrated into the game, complete with all its functionalities. Our next objectives include refining the player mechanics and implementing a dynamic camera system to accommodate larger stadiums. If time permits, we'll also delve into character abilities. As for the immediate future, we're entering a two-week spring break period, so the next devlog will be live in three weeks. Until then!

Core improvements:

- We've transitioned into having all the input consumption in the controller, and not splitting it over controller and player. Moving all this into c++ was a tad of a struggle at times, but learning it now fully we're confident in using it moving forwards for the rest of the game!
- All character variable names are now already set in the base character, so it smoothly inherits to its children.


Art:

For the art team being cleared for production is a big cheer up! Now we can finally put our creative brains together and start making stuff.

Lets first look at our teams! We refined the character designs and are ready to block them out in 3D. So that's what we immediately did for the penguins. We blocked out the shapes in zbrush and made sure I connected them for mixamo. It isn't ready for animation and feedback is still being applied, but its a start!


Secondly we started the environment by blocking out the arena step by step. We made sure the base of the arena is the right size, so the player can move freely with their abilities. This also means we will need a correct camera, which we created and tested a bit. After that we made some basic meshes to give a general feel and did this for the general arena assets (Ramp, Pillar, Wall).




What to expect next:

On the programming side we're planning on having the abilities being implemented, with more polish and behind-the-scenes optimisation, aswell as further finishing this weeks work. We're very happy with how the map and slices have come together, so we can focus on the core gameplay! Go Nigel!

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