Devlog 1


As this was the first week, we started by brainstorming around the theme of "Borders", floating the idea of crossing some sort of border. We decided to make a stealth game about being an escaped prisoner in medieval times who must stowaway on a trade ship to escape the country. After finding a small area behind some crates, you must venture out into the ship in the dead of night to find the food and water  survive, and potentially other things you will need once you have landed. The trade ship is bound to have plenty of useful itemsjust make sure that you stay out of sight of any of the crew who may still be awake. 

 

As this is our first time working together, we discussed who had strengths in what areas so that we could divide jobs effectively. We then had to decide what we will need to do over the course of the project, and what needs to be done first. Items on the agenda include the model + layout of the boat, the UI designs, and possibly cutscenes for night/level transitions. First, however, we needed to create models for the enemies, figure out a movement system, add an item collection system, and get an enemy AI working.  

 

Finn wanted to learn Blender, and took the job of making the model for the enemies. We plan on keeping similar to each other, some with a hat to show how important they are on the ship. Danni helped with the textures. 

Sailor model and texture:

                                          

Ríona found the Jess Case Modular First Person Controller and figured out how to use it, as we hadn’t heard of it before, and what values felt best for a stealth game.  

Character movement setup:

Danni made the item collection systemset up the UI to interact with it, such as dragging a key item into a slot to open a door and a working objectives list of items for the player to find. 

Key UI example:

Kurtis set up the enemy AI so that it would transition between three states; patrolling, chasing, and searching. This was done using waypoints for patrol points and a field of view script for the chasing and patrolling, all within the bounds of the navmesh. 

AI FOV radius gizmo:


AI patrolling and entering the chase state:

Get Rat in the Hold

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