This week, I re-imagined the main 'hook' for our game and worked on our GDD to really flesh it out and guide the development of our gameplay going forward. Now, the swappable parts mechanic has been extended to the enemies of our game. I've also begun conceptualizing the different parts that are going to be included and their interactions between the different robots.
Next week, I'm going to begin working on animating the models that Lee Lee has made, as well as continue fleshing out and finalizing parts and interactions.
This week, I came up with three 'tutorial' puzzles to introduce some of our mechanics. I made them into GIFs so they could be easily understood by the rest of the team. One of these puzzles is currently implemented into our playable demo.
We reworked some of the robot designs, so I was only able to begin rigging this week. I only just started animating; I hope to have way more done next week.
I was able to rig two more robots and begin animating this week. So far, I've made a lunging animation for the sweeper, a walk and a move animation for Stacker, and a scanning and shield up animation for our security robot. Next week, I'll continue animating and I'll rig our humanoid character.
I was able to rig our humanoid character, Wrenches, and give him two unique animations to differentiate his idle state and his in conversation state. I also began a draft for the narrative, but it isn't finished yet. Completing the narrative draft is my goal for next week, as well as animating things as my team needs them.
I completed the draft of the first part of our narrative, which has a tutorial and character introduction area. I came up with distinct, memorable personalities for four AI robots who each have a role in helping the player throughout the facility. Next week, I'm going to keep working on the draft until I make it to the end state of the game.
I was able to come up with an end sequence for our game. The narrative's in a weird spot: there's a beginning and an end, but no middle because I'm unsure about the progression of the levels. I'm going to have to work with level designers to work out the structure.
I also made an animation for our spring pad.
This week, I shifted gears in order to create a super polished final product. I spent some time in Unity's VFX graph and made some particle effects to be used in game, including sparks, steam, a laser effect, a magnet effect, and a destruction effect. I also put together two post processing profiles, one to be enabled at death and the other meant for regular gameplay.