Asset Creation

The focus of this week was to add more content to the main story progression. I worked on new models for a Korean traveler the player will encounter on their journey. I’m planning on incorporating other “foreign” travelers into the game, such as Christian missionaries as well as Chinese and Dutch merchants. This particular model is a Korean traditional hanbok.

I also created a paeraengi hat as a skeletal mesh with simulated rope physics. I used dither opacity mask in the material for the top part of the model to get a translucent mesh effect. The wooden beads sway with physics.

I added the model to a temporary boss in the game. The player will be able to obtain both hat and clothing after defeating the enemy.

In addition to a new character, wooden assets including a wheel barrow was made to add more detail to the initial battlefield the player spawns on. The wheelbarrow holds corpses and as well as storage items.

Other assets for the battlefield include spiked fences and wooden barricades.

To add to the atmosphere of the battlefield, I created crows that fly away when spooked and bugs around dead bodies.

I also created new animations and sounds for when the player drowns. Instead of dropping like a rock in deep water, the player spends a few seconds splashing and struggling before sinking into the water.

New Items

Added paper bombs in the game that damage nearby enemies. They roll on the floor and can be thrown at a group of enemies for area-of-effect damage. When the bomb explodes, the players hearing is temporarily disabled and a ringing sound is played. I plan to add other explosives like fireworks and firearms that have similar effects.

Story & Progression

I am planning to add more concrete elements to the story and lore of the game with the introduction of memory fragments. The premise for these is that the player will spawn on the battlefield without memories. As the player progresses, they can collect memory fragments which contain some information about the player’s backstory and objectives. These will be collectible items that the player can track in their logbook.

Additional Changes

NPC chat bubbles are now animated and moving to appear more lively. Tutorial cues will now display when the player moves within the interaction radius.

Next Week

The plan for next week will be more general map creation to finish out the swamp level and build story surrounding the crime lord who you need to kill there. The tutorial level also needs more finetuning leading up to the tutorial boss. Lastly, I want to introduce the concept of bandit camps that will show on the map and unlock chests after defeating all enemies in it.

Time Allocation (14 hours)

  • General Programming (3 hours)
  • 3D Modelling & Rigging (5 hours)
  • Animation (1 hour)
  • Audio (1 hour)
  • Playtest & Debugging (2 hours)
  • Research & Planning (2 hours)

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