Devlog 7: An Office Coming Alive
Well hello there again!
Slowly but steadily the office of the Robot Corporation is taking shape. The floors have been installed, more furniture has arrived and the robots have even taken on decorating the place with their own little piles of rubble and mess. It is finally starting to look like it's been lived in. It's now a lot more pleasant to the eye than the grey and stark white walls, that's for certain.
Clutter Decals
Dirt, scratches, water damage, rubble, and messes are all part of a well-loved office building. Well, any building if we are going to be honest. One of our artists has focused their efforts this week on equipping the level artist with a plethora of fun and useful decals to bring some variety to the scene. We have some wall decals with cracks and stains that HR refuses to do anything about, some dirt for the floors, a torn piece of carpet, messy desk items, and piles of scattered papers.
A new decal for showing the SPY player their controls at the beginning of the game has been added as well. Although, as we are still planning on changing the black void to a more neutral dark colour, the colours of this introduction image might still shift around before the end.
Even more props
This week we (once again) added more props to our scene. To add a bit more biological (...or maybe not?) life to our level we designed some plants and their grow cages.
Here is also a sneak peek at some office props for hardworking robots still in development.
Light in the office
This week we took a good look at the light in our level and decided to take it to the next step. Here is the intro part to our level in, literally, a new light.
VFX
Vfx are also underway to our game to make it more interactive than before. Our hard working office employees are now equipped with blue thrusters to make moving about way more comfortable. There are also sparks to indicate damage done to robots. (Gif is heavily compressed to meet file sizes).
The Build
All floors changed to optimized production meshes. Textures of walls and floors implemented partially. Decals partially placed around the level. Win condition, timer for hackables and other gameplay changes.
That's all for this week. See you in the next one.
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Binary Bandits
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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 6: Enemies and LevelsApr 24, 2023
- Devlog 5: Assets and Characters!Apr 17, 2023
- Devlog 4: The Real BeginningMar 28, 2023
- Devlog 3: More Prototyping and PaperworkMar 21, 2023
- Devlog 2: PrototypingMar 14, 2023
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