Tuesday, April 14, 2015

#ProjectSky V.0.5 Build notes

Project Sky Version 0.5. 

What's new!
We've changed the level to nighttime in order to help amplify the mystical environment that we are going for. The lighting scheme may change again, but the initial feedback for this change has been very positive. The different characters now have different flight speeds, to cater to different play styles. Try all the new characters and see the different speed changes. We've updated the course as well, to keep in line with the addition of the new level. 

- Updated Lighting Scheme
- New Models 
- New Course/Wind Currents
- Different Plane Speeds

Known Bugs/Issues
- Glitches/Z Fighting

Controls
Left Analogue Stick - Move character
Right Trigger - Boost
B Button - Break
X Button - Checkpoint Reset
Start - Reset Level
Select - Exit Game

Tuesday, April 7, 2015

Art/Design #2 - Spring Break/1st Week Wrap Up

So many things have happen over the past few weeks. So many that I haven't had time to even put them up here.  On the art side some new, more organic buildings have been made.  They have more emphasis on curves to help with our new nature taking over the city feel. They can be seen below and Nick has already implemented them in the level.


Over in the level design side of things, our main level is now fully painted. (So no more snow.  Winter has come and gone!).

Exciting new stuff!

So there's some pretty exciting stuff going on in the scene today. I'm working to implement the new models that I'm now getting from both Alice and Ashley. Let me tell you, it's like Christmas to have two amazing artists both working on models and getting stuff in at the speed of light. In fact, one of the models that we recently got was a bell flower. We decided to ramp up its size, put some lights on it, and suddenly the idea of having a night scene has taken hold. I'm now in the middle of some lighting tests, but then I'm going to be posting some pictures for everybody to see. It's pretty exciting!

EDIT:

Here's a picture with the flowers being tested within a night scene

Monday, March 30, 2015

Art Devlog: Introducing Amei!


The final member of our team has arrived! Amei is the most technically adept of the pilots, and enjoys precise and elegant flight - exactly as elegant as her dancing is not.

Thursday, March 19, 2015

Half way point!

My goodness, we've already reached the half way point of this process! Project Sky has been in development for 10 weeks now and we've got a lot of work to show for it. So, this Friday, we'll be showing off our demo build at the DePaul Game Dev Mid-Capstone Showcase, along with the other capstone projects. This will be very exciting because it'll be the first massive public playtest for Project Sky. I'm nervous for the inevitable bugs that will appear, but am also very excited for people to play our game and see the hard work that this team has put in.

Wednesday, March 18, 2015

Art Devlog #3.5: Puck is here!

He now has eyebrows and some sick dance moves. Puck is more playful and mischievous than Mav or Chu - he doesn't care about fancy tricks or technical precision, he just wants to go fast!

Tuesday, March 17, 2015

Art/Design #1

Okay so this is just a quick run down of everything since the weekend.  So I've been hard at work making some new buildings to go in around the course.  We still want that urban feel, but with more organic shapes so I've been playing with buildings with a lot of curves and fluidity.  So far I have two basically modeled that just need some clean up on their verts to be ready for UV unwrapping.  I will also be making several more buildings later in the week.  Here are just some quick screengrabs of the buildings as they look right now.

In addition to this I also got a lot of playtesters to run through the level on Friday.  We got some really good feedback on various things including the difficulty curve, the trees needing some work, camera/movement controls, ring counters, missing ring consequences, and fairy boost/braking.  Many of these have already gotten addressed this week.