I might change the colors when making her into an ingame model, but all the main equipment pieces are there.
She is a lightweight recon specialist and needs to move a lot, so the clothing is supposed to be non-restrictive. The bottom layer is a body suit inlaid with energy wires that forms a shield around the user to protect them from damage. The outer layer is a light space suit that provides extra cushioning when coming in contact with space debris.
On her back she wears an energy tank and two gun holsters; and the gloves show the energy tank level! (but I will have to test the last one in the game and find out whether it is a viable way to show energy level)
Next up
Greybox continues. This is a part of the depot level that is less about processing goods and more about multi level office space.
Testing greyboxed level by running around and jumping on jellies.
New voice lines for robot toasters. More weird, more squeaky, more lore-accurate.
Added energized walls and some placeholders for obstacles, so here is some more sliding around.
Started writing lines for future NPCs. One of them is a robot that likes to say inspirational quotes and take the factory job seriously. The other character is a merge of a robot and a candy planet inhabitant, which causes internal clash in personalities.
Some more greyboxing. This part is a multi-level room where you need to carefully plan your steps or risk falling down and having to restart your progress.
Some variations to greyboxing: started with laying down a path that a general player would follow (orange spline), then set some interactive elements (jellys) along the path, and finally - set up some obstructions.
This week - snowballing code problems, so not much to show. Started with having to update world origin, but that meant custom logic for loading levels. Which led to player sometimes spawning outside of playable area..
Starting another level grey box. This part is a long conveyor passageway that sends goods from spaceport to other parts of the station.
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