Asphodel Week 1 Development


After 1 week of development, we have our first dev log for Asphodel! Much of the week was dedicated to getting a basic foundation to build off, as well as modelling key items and objects. 

On the modelling side of things, we have a basic model for the game's first weapon, The Hermetic Boltgun. This will be the player's starting weapon, and is actually a tool that has been repurposed for self defense.  To present this, we designed the Boltgun with an industrial feel, adding a handle on top for support. A character model has also been finalized, and as our main character will spend most of their time in a hostile environment, they are wearing a space suit to protect against any potential oxygen leaks that may occur. Finally, a basic model for the cameras have been created, as this is a core part of our game, it is important to actually have a physical representation of the views a player can switch to, but because they won't be the focus of scenes, the models don't have to be the most advanced. More work is required to properly texture these models, which will be done at a later date.

For gameplay development, we have begun work on our camera swapping mechanics. A sample room was downloaded from the assets store, to help with testing out potential ideas without committing too much development time to building a testing environment. Because we'll know exactly how many cameras are contained within each scene, we have decided on using arrays to achieve camera selection. Whenever a player enters a new room, the array will switch to the one matching that room, and when a player uses the camera switch buttons,  they will be able to cycle back and forward through the cameras in that room.  Sectioning off cameras by room and only switching the active cameras when a player enters a room, helps to keep the player from being overwhelmed with cameras that won't be of any use to them.

Finally, basic work was undertaken to begin implementing a dialogue function. Using the Unity Canvas a dialogue box was designed, using a retro theme to look like messages coming from a terminal on an old computer.  Although the basic theme has been setup, additional work needs to be completed to store conversations, as well as character portraits, to help players form a connection with the characters in the story. Because no one on the team has a strong background in character art, the AI tool: https://thispersondoesnotexist.com/  was used to generate realistic looking faces, which were then filtered to look like they had been digitized.

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