Tiles & Sketches, Dani
I’ve been submerged in the tile’s nightmare, preparing the texture atlas and fixing a lot of stuff like color, sizes, connections… I’ve added some new tiles to the Fungi Ruins too, it’s the first one, so we are going to keep improving it until it is perfect.

I’ve also started doing some sketches of the weapons chest and treasure chest for the game.

Game design & Particles, Julio
This week I’ve been iterating through the particles system. I also have done some minor animation and bullet wall-collision effects.
While Dani was finishing the tiles, I started reading an interesting Game Design web focused on level design (I suggest you to take a look at this web), taking some cool tips that I will apply next week when I start making the rooms of the Fungi Ruins.
Aim assist & Pickable items, Luigi
This week, I’ve been fixing some more bugs as well as adding new features to the game.
For the first two days, I’ve been working on the new workflow we’re going to be using from now on, which Alberto will explain further.
We thought it was rather difficult to aim if no aim assist at all was provided, so I’ve been implementing it in a way that’s easier to hit now. I still want to iterate through it once more, but we’ve got to test it first to see how it feels. So far so good, though.
I’ve also been working on the first of the pickable items we will have, an ammo box.
It works similarly to the pickable weapon items we already have: you get close to it, press “A”, and BOOM!, magic happens.
Another of my objectives for this week was to make some balance design on what we have so far (weapons, enemies…), which I’ll be constantly reviewing as we progress through production.
Besides this, everything else I’ve been working on was bugfixing or adding some more particle systems Julio had ready to get into the game.
Version control, Alberto
Version control has been a headache for me this week. Until now only 2 of us were working on the Unity project, and the workflow was mostly painless, since we only had to merge the main scene from time to time (using UniMerge). But now we are going to start with audio stuff and room design so we are adding 2 more people to the project, thus we need a more complex workflow.
It took me 3 days to get to the point where the workflow seems smooth enough to use it in production. It consists on the next things:
Git
Git LFS
Sourcetree
Git Flow
UniMerge as a merge/diff tool (this was the hardest part)

After that I fixed some particle sorting layer problems and I added Sons of the Void to our main website
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