Devlog 1
Albus:
This week, I went on and researched ideas for the mechanics in terms of how it works. We talked about how it would work, starting with some game concepts, as well as sketching out some ideas for what could be puzzles.
Ashleigh:
In the first week, I was assigned to a Group, the members consisted of: Danni, Alex, Sarah, Albus – we had discussed ideas about the game both in class and in a Discord Call (as Sarah made a Discord server for each of us), and how we had wanted to create a game based around somebody going back in time (time travelling) due to an event that caused the player to travel back in time. There were different ideas regarding the theme as to what could be made such as: being in a Forest with a Crow friend that helps you find your way back – though, we did not go through with this idea in the end: deciding to set it within a Laboratory and then, you proceed to end up in an abandoned city (after the event has happened which causes you to time travel). We also had sat with Danni to discuss our skillsets, and which tasks would be best for us – I had been one of the Artists for the game (a background artist), and the tasks given to us were not too much, as it was only the first week and we would still need to research a bit more on other games to help understand our own, and what we would want to go with.
Daniele:
Due to unfortunate circumstances, most of the team was absent the first week. Despite this, we had concepts from previous weeks we wanted to work on and used them as inspiration moving forward. This week I set up a Discord server for our team. I also made a Trello board, a Pinterest mood board and a GitHub.
I sat down with each person to review their previous work and talk about their skillsets and find out which areas they would like to work in. This helped me to organise and delegate tasks. Originally the idea was based on Portal, Legend of Zelda: Skyward Sword, and Legend of Zelda: Ocarina of Time. We ended up using these games as inspiration for our puzzle mechanics. A couple other games we used for aesthetic inspiration were Ori and the Will of the Wisps, Night in the Woods, and Persona 5.
I set up a call to organise the tasks and delegate the workload, along with ensuring the team was using the same version of Unity. My work this week consisted of conducting research into games with similar aesthetics and colour pallets, and making sure my team is on the same page.
Kurtis:
I wasn't on the team yet.
Sarah:
This week we delegated our tasks, and I was put on player movement. I spent this week researching different ways to implement a movement system, as this is not the style of programming I usually do. We are planning on a 2D sidescroller, which is something I have not done since early first year. I took time to relearn the systems for a 2D game and to find inspiration from other games.
Oleksandra:
This week, I researched a few games with UI that I would like to use as a reference. I would really like to challenge my abilities in creating UI systems and visuals in this project. At the end of the week, I made sketches for our UI (HUD, inventory, health bar, dialog box, and start menu). I also collected reference pictures for the overall UI style in ProCreate. I decided on blue colour pallet which would suit both present and past, which uses green and red colour pallets and themes respectively. My team liked it, so I began on creating final image.
Files
Get Echos of Time
Echos of Time
Status | Released |
Authors | Danni, h0ka, KurowaKeitora, via !, kb478, sebkii |
Genre | Puzzle |
Tags | 3D Platformer |
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