Asphodel Week 4 Development


This week was really fantastic for progress!

To start off, one of our initial ideas for the camera system was to have distortion & filters on the cameras to add immersion and make the user feel more like this is a 'derelict' spaceship, which we achieved with some fun camera tricks & shaders:

Camera Effect

Camera Effect!
So now that we've basically got our camera system complete we're about to get started on some proper level development.

We've also made fantastic progress with modelling and animations:

Here we've applied a weapon to our character's walking animation which we'll be using for a couple of our weapon models. 

We've also got a very nice attack animation for one of our enemies:


This animation will be used like a jump-attack as the enemy depicted is one of our smaller 'grunt' enemies. 

We were also able to conduct a testing session with our test level to get some feedback on the camera system and effects, the pickups, movement, etc. 
Overall, the consensus was that our movement system worked really well and people enjoyed the cameras and mentioned that already there was an atmosphere being built up. 

There were some build issues, most notably in our GUI which we're still working on, but it's good to know where we're at. It seems that we primarily need to focus on making the rooms a bit easier to navigate between, and increase the size of the colliders on the pickups to make those a little easier to pick up, given that the angles of our current cameras can make it a little difficult to gauge the z-axis of where pickups are.

Overall - a really good insight into where we're at and where we need to be!

Files

AshphodelDemo.zip 35 MB
Sep 29, 2021

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