Devlog 1: Getting Started!


The completed tasks for this week mainly included getting the project set up. In alignment with the project schedule, much of the narrative, designs, and concepts were completed for our pitch presentation. This also aligns with our transition into the Implementation stage of the project, where we will mainly be focusing on coding and visuals.

Proof of Concept

Alongside our pitch, a proof of concept was created in Unity 3D, briefly showcasing the core mechanic: a 'drone' entity whose purpose is to guide their detached body through the level.

The perspective of the drone entity, who can travel through the left window. Created by Athen.

The proof of concept was then uploaded to GitHub, to be built upon with streamlined collaboration.

Enemy AI

The programmer team successfully implemented some basic AI for enemies that the player character will encounter; the AI includes actions such as idling, spotting the player, hunting, and moving. Enemies also have a certain aggression rate which can get softer or stronger, depending on certain conditions.

Shader

A shader was created in Shader Graph to emulate the dithered art style of games such as Return of the Obra Dinn and Who's Lila?. It is our plan to add a third colour to a palette, which will be used sparingly.


The perspective of the drone with the implemented shader. Created by Shawn.

Modelling

Based on the concept, we have also begun modelling the player character in Blender. Much of their design can simply be mirrored, though a knife will also be added to their right hand.

A work in progress of the player character model, using the concept art as a base. Created by Georgie.

Following the project plan, the next few weeks will mainly focus on coding mechanics, creating models, and refining all design aspects. Thank you! :)

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