Devlog 2


This week after getting together and reviewing our progress and what is left to do we rearranged our task list to fit our current workload. Along with this we made sure to that everyone was on board with similar tasks that they have had up to this point and assigned accordingly. 

We also discussed a clearer layout of how we want the game to progress, what mechanics will be used and how each ‘night’ ends. The player will stay for 3 nights, each night they will be assigned tasks and amount of supplies that they possibly could collect each round, if they successfully complete these main tasks they escape the boat successfully after it docks ship. Not all the supplies will need to be collected, just a certain amount each night. 

Finn was assigned to create props and collectibles to fit the setting. He made a key, clothes, tables, hammock and barrel for this week. Keeping the low-poly look consistent throughout the models. These will be used for environment or as intractable objects, everything was made with the theme of a medieval ship in mind. 


Riona created the start and pause screen, this is allows the player to enter/leave the game, change settings and return to the menu. She made sure that text/UI used is clear and readable for the player.   


Though the player won't be visible but the enemy will be. Danni used Mixamo to apply animations onto the Enemy sailor, these animations include running, walking, idle and searching cycle. These will allow the player to have visual cues for when the enemy is after them and when it’s safe to move. 


After discussing what we wanted out of the layout and how we wanted the levels to work, Kurtis created the layout of the ship and then modeled in Blender afterwards. There are 3 different levels of the ship each unlocked as the game progresses, which was implemented in the model. Another factor that was considered when creating this layout was that the player is going to use a sneak mechanic to get around the ship. 


Get Rat in the Hold

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