Devlog 3


Production

We were happy with our prototype and how the game felt to play. So this week we started the production of our game. We started with a clean new project. We started with reimplementing and adding new features and the artist started creating the first models for the game, are creating designs for the characters  and creating parts for the environment.

Coding Implementations

We can reuse a lot of code from the prototype but we keep this to a minimum as some features were very unstable.
This week we decided to reimplement:

  •  the wave system
  •  the enemy attacks
  • player movement
    The player movement is an example of "working" but not very stable code. Sometimes you could double jump. The character could get stuck to walls. These things are all fixed in the new version.
  •  player abilities

This should give us enough to have a playable version.
We also decided to implement a new feature that was not tested in the prototype:

  •  One way platforms

First Models

For the models in the scene, for now we have a decent amount of environment props, more nature related things like a cave system, mushrooms and crystals ,for the more abandoned mine stuff we have tracks , carts, pickaxes, lanterns and doors.


Procedural Generation

From the start we had the idea of generating the caves procedurally in houdini. But the original idea of generating the whole cave at once turned out to be unpractical. So, we instead opted to generate parts off the cave procedurally, like rock structures, cave walls, stalactites and roots from the ceiling. And place those assets by hand, this gives us more control but at the same time keeps the natural feel of procedural generation.


Player Character 

Design
We came up with this design for our player character. A lean spider-looking insect creature. The design is pretty spiky, giving it a mean & repulsing looking vibe. The colours are gradients from brown to purple so that the Spider would blend in nicely with her/his environment (For when she goes hunting for food) as the browns hint to the rocks and the purples mimic the amethyst crystals. Though in the game, because of the shader and lighting, the Character will pop out nicely and be very visible to play with. 


These were the best looking texture designs, and for colours we picked the first one as it fits the crystals in the cave the most. 

Model


Model in ZBrush. 


Model in Unity in sideview, as how you would see it when playing the game. 

Files

PrototypeBuild.zip 26 MB
Feb 23, 2021
Game.zip 21 MB
Mar 09, 2021

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