Week 3
This week was quite full-on for us as we found out the Perth Games Festival had been moved up to a month from now so we have had to rework our approach to development quite a bit. For now we have dropped trying to create 2 more levels and are worrying about getting our level ready and playable for the festival. This means finalising vital assets, perfecting the visuals of the level, implementing all the planned mechanics and bug testing them. Kris has also begun preparing promotional materials for the festival.
A short summary of what each team member did this week:
Kris (Producer & Marketing)
This week I have started working on the promotional poster that will be used in the game exhibition in few weeks. Before creating it, I have summarised the feel of the game that we were going for and researched ideas that would help me create it. I have looked into medieval paintings and portraits, as well as some existing successful game posters to see how the overall composition and colours were used. This week I have looked into creating ideations for different directions, giving them off to the team to choose from and discuss.
Nathan (Design Lead)
This week I spent my time adjusting the main level following our team discussion. I removed an entire room and added experimented with a new material to the grass in order to give it more stylisation. Also I created a video tutorial for our group showing how to properly texture assets in the workflow I had been using up until now.
Evie (Art Lead & Marketing)
We concepted what types of bodies we might need for our special requirements dead body mechanic last week so my job this week was to create all of those designs using our base model. The bodies we decided to make were a plague infected body, a priest, a noble, a soldier and a king body. These bodies will all have different requirements for how they’re buried. I also UV Unwrapped and textured the bodies using substance painter with the help of Nathan’s tutorial.
Lewis (Tech Lead)
This week I added the mechanic for disposing of bodies in the furnace. The bodies burn up when thrown in, and the score increases just like when they’re thrown in the hole. I also fixed the most major bugs listed on the issue tracker. The next thing for me to do is to begin working on the mechanics for special requirement bodies, replace the placeholder corpses with the three final types, and separate the disposal methods between them.
Theresa (Test Lead)
I spend most of Monday tidying up the swords and environment assets from the week before. Making sure the UV was clean before any weathering effect was going to be added. I then did some concept sketches for the boat that is going to be used for delivering special body types.
I was supposed to work on the boat and boat man model right afterwards, I didn’t really get around to it until the very end of the week. It took a while to figure out the right curvature and size for the boat even with image references. In the case with the boatman, I roughed out a base with one of the dead body assets and played with a more peasant look to differentiate it from the players. The boatman base has a modular hoodie and arms for rough animation. Everything should be interchangeable if the team decides on a different character model.
Next thing on the to-do list is finetuning the boat and the boatman design with the team. Then I will be working on some basic walk animations for the player models.
Grave Affairs
Get your shovels ready!
Status | In development |
Author | Grave_Affairs |
Genre | Simulation |
Tags | 3D, chaotic, Cute, Low-poly, Multiplayer, party-game |
More posts
- Post mortemDec 03, 2021
- Final weekNov 05, 2021
- Promotional materialOct 27, 2021
- 2D animationOct 18, 2021
- 2D and 3D animationsOct 16, 2021
- Week 10Oct 05, 2021
- Week 9Oct 03, 2021
- After PGFSep 21, 2021
- PGF weekSep 16, 2021
- Week 6Sep 09, 2021
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