Devlog #1


Hey all, the team has been hard at work the last week. Before the initial game jam on Saturday we all got together to get a rough idea of the game we wanted to make. A co-op escape room, with both players starting in different areas trying to find each other. During the jam,  we realized a fundamental flaw in our initial design. A co-op split screen can't restrict information, since nothing prevents one player from peeking over at the other screen. This meant the types of puzzle in our game jam build couldn't work in a final product. Since then, the team has been hard at work redesigning the game to work. We also landed on a futuristic sci-fi theme, character designs and more (see design doc). Here are the teams contributions for the week:

Miles: During the jam I was mainly responsible for getting the FPS controller working, specfically the ability to pick up and put down objects. Afterwards, I worked on getting split screen to work, and getting different texture to load for the different players

Kien: Couldn't do much during jam, I was busy trying to get the keypad to take input separate from the character controller. After the jam, I made a quick concept art sketch for our theme. I also made a piece of cover art as well as working on the creative brief.

Camden
: During the jam I was in charge of implementing the audio we created, being the background music and sfx. After the jam, I continued to work on the different documents we had to have ready for the pitch presentation, being the creative brief and presentation slides.

Jay: Worked on the logic to cause the lights to change colors once the pressure plate was stepped on, as well as implemented the sound and color change associated with stepping on the plate. In addition, wrote the script for and edited together the demo video used during milestone 1 presentation.

Kushagra: Finished building keypad and corresponding door mechanism thus completing the new clock & keypad puzzle since game jam on Saturday. Fixed wall texture bug on some walls. After consultation with team integrated the clock & keypad puzzle in their respective rooms. Additionally I play tested the main branch repo, pointed out a bug in pedestal puzzle, modified character speeds to make them coherent and finally recorded parts of demo video of the gameplay for future use in presentations etc.

Yug: Worked on the future room puzzle. Implemented the pedestals for the light blocks to open the level door once the correct blocks were placed on the pedestals. Also worked on the split screen component but did not make much progress as I wasn't familiar with Unity's new input system.

Sean: During the jam I assisted making some materials for the build but I mainly focused on creating a mood board of reference to facilitate discussion and ideas I wanted to share. I generated 5 different themes and pitches for mechanics for our game. We used these to discuss options in a meeting after the Jam and this allowed us to settle on the idea of Lost as an engineer and robot trying to interact in a space that they see entirely differently. I then created concepts for this idea making the first pass at a player character and some environmental sketches. I made sketches as if I was making concept art for a screenshot itself, that way you can share this image to help communicate the idea of the game as well as the visual styling

Owen: During the jam I was in charge of creating the level layouts for each player. In addition to working on the different presentation docs, I focused on creating the project's custom itch page. I also researched other co-op puzzle games to get some ideas of how the puzzles will play within our concepts and constraints.

Ethan: I wasn't able to participate in the second game jam but I did participate in meetings afterwards to get a better idea of the teams vision. I have also devoted time to working on both the presentation docs. 

Get Lost

Leave a comment

Log in with itch.io to leave a comment.