Devlog 7 May 2021 - Week 7
- Terry Deng
- May 9, 2021
- 3 min read
Updated: May 14, 2021
Terry
This week, I managed to finish all the remaining environmental texturing and implemented all into the Engine. All Materials and Texture maps were neatly organized into folders to make it easier for Tech to implement. Additionally, I also finished building the world level and it now has the throne final area. You can view more of the textures in the Art page!
World Building (Throne Zone)
Jasmine
I finished the materials in Substance for all characters this week. Additionally, three new variations were created for the pyromancers so that each one you meet is different, even though they are the same model.
Sophia
This final week I finished up all the animations and fixed any final hiccups with the rig and animation. This includes cleaning up any clavicle constraint issues and fixing the wall run. The wall run now looks less stompy and actually looks like they're running across the surface rather than a weird jaunt. I've compiled all my main work into a portfolio reel here: https://www.youtube.com/watch?v=m3smBdXfSaY&ab_channel=SophiaBMarcus
Danny
In the final week, I tasked myself with cleaning up the fireball mechanic as well as bringing the ice mage to life. I added a second hitbox to the fireball, such that the fireball would only be destroyed by hitting solid objects with its inner hitbox. This overall means that fireballs can more easily interact with things against objects. Additionally, I added a particle effect and point light to fireballs.
For the ice mage, I put together its animation state machine, its custom particle effects, and surrounding kill-box. I then created an array of points within the world that it would sequentially visit. Its respawn function gets called whenever the player dies via any means. The ice mage also periodically shoots ice attacks at the player's location.
McKenna
In the final week, I added a leveling system for player progression and unlocked abilities, wrote lore for the world, and implemented my dialogue system more fully into the world. This also included adding tutorial sections for each of the unlocked abilities, placing NPCs in the world, and including animations for when the characters were speaking. I also created a trigger for the Ice Mage so she begins speaking when you walk up to her rather than when you press the F button to interact.
I also worked on the music for the game. I was inspired by the Zora's themes from the Legend of Zelda, especially Vah Ruta's inside music from Breath of the Wild. To this end, I made heavy use of the glockenspiel and chimes to give an icy feel to the game. About halfway through writing the songs, I decided I wanted two melodies: one being a theme for the icy landscape, and the other being a theme for the player themself. I implemented these melodies in a few different ways: during most of the game, what plays is the ice theme with accompaniment, but when the player faces the boss, their theme comes in on the brass. I made use of a minor key to highlight the treacherous journey, but tried to make the player's theme more heroic. For the title screen, I decided to use the player's theme but on the glockenspiel and with piano accompaniment for some more sparse, exploratory sounds. For the end credits, I created a more cinematic version of the exploration theme used in most of the game.
Dialogue implementation had a lot of bugs and took multiple late nights to get done, but in the end I'm very proud of the final product.








































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