Devlog 7: 2nd Production Sprint


Introduction

Hello and welcome to our 7th devlog! This week will be all about our second production sprint week. What we have planned, and what we have already done this week.

So without further ado, let's get to it.

Art

This week, Gwynne has found a final solution for the walls. She went back to the 1x1 building blocks method. She carefully calculated how long every single piece had to be and made the walls. After that she unwrapped the walls on the atlas texture that Sina made. 

Next to making and placing all the walls, she also modelled, unwrapped and placed some furniture models for the house. These were 2 beds that were placed in the bedrooms, chairs and a kitchen furnace were also made and placed all around the house, and the furnace was placed in the kitchen. Lastly she made a shrine that would be used by the exorcists to cleanse the cursed items. She also placed some of the models that Xander made a few weeks ago in the level as well, to make the level feel more like a house. 

Like we mentioned earlier, the atlas texture was created by Sina. She picked out the correct colours from the art bible, added them into photoshop and made small squares for each colour, with a soft gradient and some texture. This way, the other artists can unwrap their models all on the same texture. She has also completed the ghost’s rig and animations. 

Our last artist, Xander, has also worked on making models, just like Gwynne did. He has modelled a book, a pillow, a doll, a potted plant, a desk lamp and a vase. He has modelled, unwrapped and textured these all and added them to the unity project.

Programming

Hi everybody, Jef again!

I started the second sprint with helping our artist Gwynne and the walls she was making. There were some issues getting them to snap perfectly on the grid in Unity, resulting in artifacts when baking the light. So we setup a grid inside maya to perfectly match with the one inside Unity, exported a small test FBX and everything was now snapping neatly into place.

I then worked on some needed architectural changes. I merged the Cursed Item Manager logic into the Exorcist Win Condition script. When the object spawner script is initialized, it will get the number of cursed objects to spawn from the win condition script. This way, the number of cursed items to be cleansed to win the game only has to be set in one script instead of a bunch of different scripts.

Then came some more gameplay. I finished Cleanser script. This script is responsible for cleansing the cursed items entering its trigger. If a CursedObject enters its trigger, the CursedObject will be "dropped" by the player if held and gets snapped to the center of the cleansing shrine. A timer will start that when finished, will cleanse the CursedObject (read: destroy it). Proper UnityEvents are set up and invoked for all the required events (ItemEnter, ItemExit, ItemCleansed). After which I did some UI to visualize the progress of the cleansing as well as displaying the number of cleansed items.

With week one of sprint two coming to an end, I merged everyone’s dev / art scene into the main scene, fixed a bunch of little things (incorrect naming, missing / wrong colliders, …) and built our current game which you can download below this devlog!


As for Jentl, he was sick the last meeting we had. This means he couldn't get the full potential after this first week. But after a week of resting he's back now and has done a bit of work.

Starting with some basics he finished the winning script for the exorcists and they are now able to win the game. He was then tasked to integrate the VFX part of the salt trap. There were some discussions on how many times the visual effect should play. Some thought it was best to play it every time someone mashes the button, others thought it could be good to have some sort of delay. In the end we decided to remove the delay, this can still be changed but we'll see.


Last he started the work on the breaking animations and prompts for the trap, so it's visible in the world that the trap is breaking without the use of a health bar.

This was it for this week. See you next week!

Files

SprintBuild_v4.zip 43 MB
May 01, 2023

Get Spiritual Pursuit

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