Devlog 16 April 2021 - Week 4
- McKenna Gameros

- Apr 16, 2021
- 2 min read
Updated: Apr 24, 2021
McKenna
I made a second repository because we couldn’t push to the first one for whatever reason. Made sure this one had LFS set up before pushing everything to the GitHub and it worked... for a while. Now it’s messed up again and we gotta figure out how to fix it again. I also worked on building the lore for the pyromancy school and the world as a whole. I hammered out why this is a school only for fire magic when we know other forms of magic (or at least ice magic) exists, and I wrote the basic understanding of spellcasting in this world. I also, through creating the lore for the world, decided that the player character would be what I as a Dungeons and Dragons player would call a sorcerer: someone who possesses the power to cast magic innately. I wrote this power as rather rare (I guess leaning into the "Chosen One" trope a bit, but I think we were doing that anyways), and explained how most mages need to study for a long time to learn how to cast spells. I'm pretty proud of what I've written so far, but want to make sure I spend more time developing this world and this school into a fully imagined setting.
Geoffrey
Both Double Jumping and Gliding are done. The player can jump twice before hitting the ground, and decrease the effects on gravity for about a second. I had to tie Gliding's cooldown timer to framerate, sadly, as I was having a rough time coding a timer that would only reset when the player is on the ground. Wall running is next.
Danny
Fireball and breakable ice are done. Animation touches and cleaning up is required to get them going, but the rough code for both of them work. I also began designing challenges and levels for the game, and I have an impressive array of content.
Ryan
This week I finished creating the moving platform script. The starting and ending locations of the platform, as well as the time it takes to move between those points, can easily be adjusted in the editor.
Jasmine
I completed the player model, including base textures in ZBrush, retopo, and unwrap. I also created a few environmental props. After the alpha, I will revisit all of the textures in more detail.

Sophia
Completed animations for the mana crystal and cage. In addition to this I optimized the main base rig we'll be using and tweaking to fit our characters.

Terry
I worked on more environmental models and eventually assembled the Atlas. In total, there are 36 final assets that I will be using to create the whole level layout.














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