Dev log week 04: First week of development


I know what you're thinking and the answer is yes, there is another devlog!


Introduction

This week we entered our first week of real development. On the art side of things we mainly focused on our first player character, some first props and on the design of our level. On the coding side of things, a lot of time was spent working on the movement of the player and most of the other core game mechanics are finished.
As this was the first real week of development, and thus, the first time stuff was made from start to finish, we finally got a decent grasp on how long some tasks take to complete. In the future we will be able to more accurately assign a time cost to tasks.
Some of the questions we asked ourselves this week were:

  • How well do our concepts translate to 3D?
  • How will we present our 3D in unity (aka the technical aspect of rendering and post processing in unity)?
  • Are our estimated time costs realistic?

Art

As mentioned before, the artists this week mainly focused on creating some of the first models and blocking out the level. One of the first models that we wanted to finish was the model of the player character. The player consists of a scooter and a character.

"Hubert", the first player character model


Besides the models for the player, we also already made some of the props the environment.

Besides making some models, we also blocked out some ideas for the level. 

The last thing we did this week as artists was checking out how we were gonna render these models in unity. As mentioned in one of the previous devlogs, we opted for working with Unity's Universal Render Pipeline (URP). While attempting to nicely present our work in Unity, we noticed some post processing options, like SSAO, are not available in the new post processing stack. This is something we will have to look into next week. 



Programming

In the previous devlog we talked about using wheel colliders for the car movement. After a meeting with our leads this week, we decided we would discard the wheel colliders and use rigidbodies instead. We don't need very realistic car movement, so wheel colliders would be overkill and would also bring an extra layer of complexity. With plain rigidbodies we are sure we have full control and can tweak everything based on our needs. The following gif is the car movement progress we have right now. We'll keep improving the car movement, this is definitely not the final version.


We started working on all the underlying systems (player spawning, powerup interface, powerup spawning, bomb spawning, arena management, ...). Once these fundamental systems are in place, we can start to make actual visual progress.

Files

Prototype Week 03 22 MB
Mar 10, 2020

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