Devlog #2


Hey all, the team has once again been busy this week. Last week we noticed the flaw with our original game pitch, and this is the first week we have all begun to take action and create a tech demo of our project. The dual-perspective split-screen gameplay was the main mechanic we wanted to create and show off in the demo. We wanted to test the feasibility of the mechanic for a short-term project while also seeing if it would play well for a couch co-op environment. In addition to the dual perspective, we also wanted to showcase a rough version of the game's main mechanic. This mechanic is a wrench shared by both players, a concept we found could create a unique gameplay experience for the player. Here are the team's contributions for the week:

Ethan Larose: I implemented FMOD into Unity and started studying C++. I'm implementing FMOD properly this week with Camden and replacing the Unity audio stuff. I also started experimenting with wavtables and got some cool results. I was going to improve on the present music, but because we're really leaning toward a futuristic aesthetic I just abandoned it

Sean: This week I assisted the team on the design side, created sketches for mechanics, and encouraged the team to create many pitches for main mechanics so we could pivot into a 3rd person platformer. I helped organize meetings and participated in design discussions to land on the first iteration of our main traversal mechanic.

Owen: This week I focused on creating the level layout and video for the tech demo. Before developing the tech demo, I worked with the other design students to organize and decide on gameplay mechanic pitches from the whole team.

Ethan Maxwell: I supported production by ideating design during meetings and helped coordinate and resolve pain point that I have been struggling with. Tangible work has been light due to my heavier work schedule.

Miles: Set up the third-person split screen cameras, and have cameras set in two different worlds.

Cathy: Implemented the basic wrench mechanic, including throwing and calling back the wrench, and having the wrench attach to the wall as a platform.

Kushagra: This week, I tested 3rd person view and wrench mechanics, pointing out bugs and their causes. Also tested some possible mechanics for the robot. 

Camden: I had a good talk with Ethan about the implementation of FMOD into the game. I'm also in the process of working on a full audio asset list for the sound in the game. 

Kien: This week I helped the team finalize design decisions on the core mechanic for both players, as well as the pivot toward a more fast-paced platforming experience. Additionally, I created one page designs that convey the mechanics, and other concept art to help explore the character design of the Engineer. 

Files

Lost - Tech Demo Video 78 MB
24 days ago

Get Lost

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