Devlog 2: Truckin' Along


Team Seabird Supper is back with more development updates! 

Over the past two weeks, our main objective was to continue transforming all of our ideas, concepts, and sketches into tangible prototypes and assets. We’ve made significant progress in-engine on both the level design and blueprinting fronts. In addition, we’ve also started building a library of art assets for use in the final game.


Level Design

All of our remaining major mission areas have now been blocked out in-engine. Gavin has completed the graybox for the blue crab mission, and Autumn has finished the graybox for the chip mission. Logan has created a block out for the key lime pie mission, and Adam has done the same for the French fry mission. In addition, Adam has also updated the open world map layout and begun work on a graybox for the overall town.


Programming

The blueprinting team has continued implementing and testing out key mechanics in-game. For example, Logan has started working on NPC AI for the stealth sections of the game. So far, hostile NPCs can detect and chase the player. Once NPCs lose the player, they return to a set position on the map. He’s currently working on adding patrol routes for moving NPCs as well as a way for them to grab the player once caught.

Switching gears, Makiyah has kept the ball rolling with more work on interactive objects and obstacles, including bird deterrent “terror eye” balloons that launch the player backwards when approached. She has also started reworking the push/pull system after discovering some major bugs and flaws during her first attempt. Lastly, she has added flight to the player character. The player can now take off, glide, dash upwards, and land. The next step will be to add a stamina bar that depletes during flight and recharges once the player hits the ground.


Assets

In the meantime, a few of our team members have been focusing on the art side of things, creating models, animating characters, and researching asset packs. Ky has finished modeling, texturing, and rigging the player character. They've now moved on to animating it, starting with an idle stance, as well as walk and run cycles. Ky has also created a base model for our human NPCs.

Gavin has modeled and textured several outdoor props for the town, including boats, fences, tables, and more. They’re currently working on models for the delicious food the player must find. Additionally, Autumn has also begun researching and testing various asset packs to find some ready-made models we can add to our arsenal. She has also started searching for sound effects, like a squawk for our seagull.

Within the next few weeks, we hope to conduct our first playtest session. But until then, stay tuned for more updates!

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