Devlog 4: Production Sprint Week 1


Welcome back again to our fourth devlog! We're excited to share our progress with you as we dive into the first production sprint of our game development process.

As a team, we've come together to set our own tasks for this sprint. We've identified the key areas that we need to focus on in order to move our game closer to completion, and we've assigned responsibilities accordingly.

Art

In terms of art, our team has been hard at work during this sprint. We've made some progress on several tasks, including:

  • Creating a blockout of the map: This is a crucial step in the level design process, as it allows us to get a sense of the overall lay-out and flow of the game. Gwynne has spent time on designing a lay-out for the house to ensure that it's both fun and challenging for players. For example, the rooms shouldn't be too filled with furniture, since this hinders the mobility of the players. This screenshot is the first draft that was made for the blockout, mainly focused on the placing of the walls, rather than the placing of the furniture.


  • Exorcist character creation: Sina has been busy designing and creating the main characters for our game, the Exorcist and the Ghosts. She's spent a lot of time iterating on different designs and concepts, and we're thrilled with some of the results.


Exorcist: 

Ghost:

  • Furniture models: We've also made progress on creating a variety of furniture models that will be used throughout the game. These models help to add depth and detail to the game world, making it feel more immersive and realistic.

Grandfather clock:

Piano:

Sofa:

Overall, we're thrilled with the progress that our art team has made during this sprint. We're excited to see how these assets come together to create a compelling and visually stunning game world.

Programming

On the programming side, our team has been making steady progress on a number of key tasks. Here's what we've been up to:

  • Movement controller: Jef has been hard at work creating a movement controller and base character that allows players to move around in the game world. This is a crucial aspect of the game, and Jef has done an great job of creating a smooth and intuitive movement system.
  • Salt trap mechanic: Jentl has been focusing on implementing the salt trap mechanic, which allows players to stop ghosts by using placing the salt traps in a doorway. While Jentl has made some progress on this task, he's encountered some issues with his version control system that have caused a small delay. However, we're confident that he'll be able to resolve these issues and get back on track soon.

Revision

As we wrap up our first week of the first production sprint, we're happy with the progress that we've made as a team on both the art and programming fronts. We're excited to continue working together to create a compelling and engaging game that we can all be proud of.

Looking ahead to next week's part of the first production sprint, we have some exciting new tasks on the horizon. Our art team will be creating new props and characters, and may  probably have a completed map layout to show off. Meanwhile, our programming team will be working on implementing some more on new mechanics for the game that we can't wait to share with you.

Thank you for joining us on this adventure, and we look forward to updating you on our progress in the weeks to come.

Files

SprintBuild_v1.zip 28 MB
Mar 28, 2023

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