Week 2: More prototyping


Welcome to week 2 of our devlog for Wicked Warehouse!

We have made quite some progress since our last devlog and would like to share some of it with you.

Art

Taking into consideration some of the feedback we have gotten over the past week, we applied the feedback to some of our design choices we made last week while also adding some new content.

- Mood board

We split our moodboard into two: one for the character and another for the environment and also elaborated on the look and feel we are aiming for in both the character moodboard and the environment moodboard.


- VFX

We decided on what type of VFX we would need to do and we are going for simple VFX  to indicate a certain action or action you need to perform (For example fixing a machine, running, falling down,etc..)


- Composition

For composition, we started thinking about what kind of layout we want our map to have and what our foreground/midground/background are all going to be. We decided on using only 3D assets with no 2D elements.


- Texture

For our textures, we are going to use a flat texture with a gradient for less important elements and hand-painted texture for items of importance.

-HUD & UI

Our hud and UI will have a simple look and design made to fit the theme of the game. For our hud, we will have a satisfaction meter and an icon for the number of boxes you have.

-Character

For our characeter, we made a prototype model for our character that has been rigged and animated with Mixamo. With the character we could define our character to environment scale a lot better for future asset creation.


-Environment

We also then went and made a prototype environment, that still needs a better layout for gameplay design, but gives some feeling on what the game might feel like as in animated hazards and obstacles. With this, we could define our camera angle better and see what play area size works best.


-Lighting

Besides the prototype, we tested some more with lighting setups and dabbled around with our possibilities in the HDRP pipeline looking at post-processing.

We also applied some of the general feedback that was given and added a few paint overs as quick visualization.


 Coding

For the code this week, we worked out some of our mechanics in the prototype a bit more and made a first working prototype with a game loop to try out.  Regarding our boxes, the player can now drop all of them at once instead of having to drop them one by one, and the boxes when throw individually will also be throw in an arc instead of just straight.
We also added a better character controller that moves the player around kinematically and there is also both a spawner asset that can spawn the boxes and a collection zone where you need to drop off the boxes in order to finish the level.

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