Devlog 3


In the 3d week of development we decided to really finish up on all the individual components we needed for the game. We wanted to start getting a playable version up as soon as possible so we could start the playtesting process. There were a few tasks that had been set out to be done last week as well however these took an unforeseen amount of time longer than expected. Because of this it was decided it would be best to continue these tasks over into this week to allow for more time to get them done.

This week also had some challenges in the fact that we had quite a slow start, all of our schedules were pretty packed. We also ran into quite a few compiler errors with the collection system as well as the main menu having to be completely redone. However as we neared the end of the week we were luckily able to work on the game a lot more, and fix the errors that kept coming up. 

Finn continued to make different props for the game in blender getting all of them done by the end of the week. He added the props that were needed for collection, for worldbuilding as well as some general ones to place around the ship. Some of these included; A banana, a chest, a medicine bottle, a water flask, a steering wheel, a pair of pants, a passport, a shirt and much more.


Danni proceeded to texture all of these props giving the player a much clearer idea of what each object is. In doing so, careful consideration was given to the colour palette that would be used as well as the realism of all the textures. Danni and Kurtis, who was texturing the ship, made sure that both their work together would have a cohesive look. Danni especially made sure that all props looked good both together as well as on their own, with no clashing colours or ugly textures to disturb the players gameplay experience.

As stated earlier, Kurtis added textures to the ship model he made last week. This allows the player to immediately get a better visual experience, understanding where they are and what’s going on in each area a lot more. He made sure to use decently plain and high resolution textures so as to keep everything looking sharp.


Riona remade the player movement herself, replacing the placeholder one that was taken from the Unity Asset Store. 

Riona also added a menu screen. This screen included a play button which leads you into the level 1 scene. It also included an options menu where you could change the volume of both the music and the SFX in game. Lastly it also had a level selector where the player could choose to play any level and a quit button. Aside from this she also fixed up the pause screen to match the menu screen, making all of the visuals cohesive and clear for the player.


Get Rat in the Hold

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