Devlog 5 Vertical slice production


Question

How do we make all elements of the game such as asset design, 3D modelling, mechanics, UI and enemies tie together to fit the theme of the vertical slice. 

For the production of our vertical slice both Ben and I decided that it would be easier to split the project up. Ben was in charge of player movement, mechanics, UI and enemies. I was in charge of level design, character design and asset creation. 

Both Ben and I decided for the vertical slice that we should choose one level to focus on and present. The level that we chose to base our vertical slice around is level 2. This level is a maze that the player has to maneuver through, they have to find the right path while using their abilities to evade enemies. I started off by designing and white-boxing the level, this allowed Ben to then start on the character mechanics. Both of us were using Github to collaborate on the unity project allowing us both to push and pull the project to see each others progress. 

After Ben finished creating the character mechanics I started on the creation of the assets for the level, while Ben worked on perfecting the mechanics and implementing UI into the level. After the assets were imported into the project I started to create the level. I used a terrain as it is very easy to manipulate inside the unity game engine. After the assets were imported Ben started to implement enemy movement into the level. Ben coded the enemies to be idle but to detect and follow players if they reach a certain distance around the enemy, the enemy would then chase after the player who could use their abilities to evade the enemy as they cant attack. Ben based the character ability endurance on how fast the enemy moves and what distance they start to chase the player. After the enemy mechanics were fully implemented Ben then went back and perfected the abilities. 

Maze wall        Enemy design

Dead Tree Tree

I then started to work on creating 3D assets to import into the level to make it more interesting. I created a dead tree, a living tree, grass and an enemy model. These assets were then placed around the level to make it seem more lively and to add to the theme. The 3D assets and model were created in blender. I then started to add finer details to the terrain such as grass that looks like its blowing in the wind and then manipulating the terrain so it doesn't look so uniform. After this was complete I then went to work on the lighting of the level and the sky-box, we wanted to use colors that would represent the theme that we are going for. We decided to use reds, pinks, purples and blues for the sky-box and the lighting. I then placed the lighting appropriately around the level which Ben and I both agreed that it really tied the theme together. Ben then went to work on the light guide that would guide the player through the maze showing the solution to the puzzle very briefly. After this was programmed both Ben and I went over the project just adding a few polished to everything. Then the vertical slice was ready to present. 

Finished vertical slice

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