Devlog #2


Jaden T.

This week I could only manage to focus on re-scoping the tasks for the team. I finished our Game Macro / Matrix that can help guide us on what we need to prioritize to get to Alpha Stage by the end of April. I reworked our menu as the original concept for the menu was decided by the team to get scrapped,  logo (in the process of voting by Gumbonians), and still working on the pause menu as my last part of the deliverables for the month as I am behind on other classes and have contractor work to prioritize.



Alan Aliamer-Juarez

Over the last few weeks I’ve been struggling to get a working interaction and inventory system working. There have been many trials and errors with working with godot. While I have not been able to completely finish what I’ve wanted to before now I have created our final camera system combining both the player tracking from the last devlog but also making it so when a player enters a new collision area determined by preset camera areas it will switch the camera position to that new area. Also allowed for the camera to follow the player which is planned to be used in a final chase sequence. Outside of that I have not been able to work too much on this because of personal complications and work for other classes all building up. I hope to be able to communicate with other godot programmers to help with this project because it still isn’t clear to me and I don’t fully understand it yet. 

Brandon C.

While working on the tiled floor, I added a mesh plane and edited it in the shading tab by adding a checker texture to the plane, I then added a bump to the texture window, but to give it a more stylized look, I added a noise, texture and plugged in the noise factor into the roughness of the original plane mesh and finally I added in a color ramp and I played with the values a little bit to give it a shine to the floor to make it seem more realistic. Focusing on the checkered floor pattern I had also edited some ambience that I had previously worked on in Premier Pro along with an item acquired sound effect to better add more audio cues in the game.

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