Falling Sands Devlog #2


Dev Log #2 | Moving on ahead

As the sands of time move forward, and inch closer to our play test, the team has been hard at work churning out the sights and dangers of Castle Graybill. The team met and decided over the course of 2 week what needed to be done in this sprint. The Team was assigned by Team Lead's Tony McNeil and Isa Wezey  to flesh out more

The Environmental team knocked it out of the park these 2 weeks with their progress. Team member Angelina Grace worked hard on finishing their grey-boxing and has started on replacing placeholder assets with actual props made by other members of the environmental team Anna Stevenson and Victoria Farrell. Creating beautiful pieces of work like our Chapel, and working on large sections of the courtyard. 



Some examples of the work done by Grace. 



Some of the voxel props created by Anna.

Example of a prop designed by Tori.

The level design team worked on the creation of Enemy AIs, Team member Jonah Howell and Ty Morris studied the use of Structures and how to set up how to get enemy waves in game. Jonah created a test level in order to test how our enemy AI would function. He gave them the ability to roam, chase and line of sight.  The team also received from the blueprints from team lead Tony.

Example of the test level used to test enemy ai.

Example of the blueprinting used for the enemy ai
The character team worked hard on getting the character blueprints and enemy blueprints finished, Tony also got the controllers mapped out as well as the inputs. Tony is hard at work getting some of the technical aspects done as well as physical aspects of the character blueprints done.

Example of the Ranger blueprint being realized and finished.
Showing off some of the animation blueprints.

The enemies blueprint created by Tony.

Team member Cameron has been hard at work getting our opening cut scene in production through his Real-time rendering class, and has been working with his team in order to help flesh out the world of Falling Sands.

Lastly, the sfx team has been experimenting with getting the list of sfx filled out and experimenting with bit-crushing audio. Team member Anna has been experimenting with different types of bit-crushing audio.  Its quite impressive, and fits the theme of Falling sands quite well.

Overall development has been chugging along quite well, the team has been hard at work getting closer to creating our first play test. The pieces are falling in place and as the sand of time drifts on, Graybill Castle gets closer and closer to be open.
 



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