Devlog 5: Assets and Characters!
Well hello there again!
It's been a couple of weeks since we made an update, but now that we are back from easter break we are ready to go at it again!
We have been making some progress on assets, we have a character model now and we have been working on the level! So let's get into it and see what we've done.
The SPY
Last time we showed you some of the concepts, well, now we have a finished model in the game!
You'll find quite a couple of differences between the final model and the concept, but that was inevitable. Our concept proved to have some flaws that we hadn't originally accounted for. For one, the asymmetrical coat resulted in some funky artifacts when using Mixamo, so that was no good as we need that to work for the animations. Another point of concern was the amount of detail. It neither fit the general style nor would most of it be visible on the screen anyways due to the distance of the camera, so we opted for a more 'Incognito' and 'shady' look instead. It's a lot more simplified, sure, but it still gets the point across perfectly fine. Although it's not clearly visible in the pictures, we did add a little detail to hint at the 70s-era vibes of the game by adding a fun and funny subtle pattern to his flared pants!
We've also implemented some of the general animations already, although they still need to be properly tied together to be usable for the actual game. We still have some blending work ahead of us... But for now, our shady figure is looking, well, rather shady. The poor lad looks like he is worried about being followed...
New Models!
We also added new models to our game to add personality and achieve our chosen sci-fi setting. Some of these models include cubicle walls, a coffee table, and an armchair. The loveseat from the previous time also got its textures. Slowly the scene is being dressed and it's all coming together. But there is still plenty of work ahead. We are glad though for having thought about 'automating' a part of the texturing process by making a template file for all the post-processing work. It saves so much time and results in a consistent style.
The Build
So far we've reimplemented 90% of the blockout map from the research stage and upgraded half of it to a draft production stage with our new assets. Work is being done to reimplement gameplay features using C++.
Gotta skitty, see you next week!
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More posts
- Devlog 11: The Final LogMay 29, 2023
- Devlog 10: Polishing until it shinesMay 22, 2023
- Devlog 9: Last Sprint up AheadMay 15, 2023
- Devlog 8: Decoration to ShootMay 08, 2023
- Devlog 7: An Office Coming AliveMay 01, 2023
- Devlog 6: Enemies and LevelsApr 24, 2023
- Devlog 4: The Real BeginningMar 28, 2023
- Devlog 3: More Prototyping and PaperworkMar 21, 2023
- Devlog 2: PrototypingMar 14, 2023