Devlog Week 5


Kornelija here again from KoMa! New week ! and a bunch of more news!

This week we kept ourselves quite busy with a macro chart document and burn down chart which will definitely set us up for the near future!, now we know how our next few weeks will the work be shared between us as well as keep us on time hopefully ! (please do expect this to probably change! I do believe even after publishing the charts, some things have already been decided to be changed!

 But here is a sneak peak of what it should look like https://brightspace.tudublin.ie/d2l/common/viewFile.d2lfile/Database/MzY1OTA4OA/... (this is the burndown!)

-----Kornelija-----

For this week,  the setting is a forest, and as an artist I knew I should work on making trees first! I was very indecisive about what kind of tree I should have, therefore I made a skinny tree with wide leaves as well as a thicker tree with more rounder leaves and decided to make a mix of both for variety. But of course the one thing I was always sure of was that I want to make them HUUUGE, where the player is barely walking at the bottom of the tree and even if they tried jumping they wouldn't reach half way to the branches! I really wanted more spooky vibes where the moon is blocked out by the large amount of trees.

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-----Max-----

This week I prioritized cleaning up the code for the following scripts. So the first thing i decided to do was replace the old regular follow script to a nav mesh. This change would let the wolf and sheep follow more accurately and avoid obstacles. This would advance the movement, and rather than just run straight into a wall it would go around the wall to find the player.

This week I also added a patrolling script to the wolf, so rather than just waiting in the one spot for the player or sheep to get close, it would go through the forest and in between the trees, and if on its path it came across the player or sheep, then it would chase them.

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Get OPen

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