DevLog 4


Happy to see you again!
We've wrapped up our fourth week of development on Ascent and a lot of progress and reworking has been made after the feedback from last week!

Oct. 9-11:
- Finished making our GDD, devised our levels, and presented our tech demo to a panel
- Received valuable feedback after our build worked on keyboard but was broken with controllers, with our main takeaways being:

  • Is stamina necessary?
  • Ambitious levels, try scoping them down
  • Make the mechanics feel good, fake them and add coyote time where necessary

Thursday, Oct. 12:
- Focused on simplifying our mechanics to make sure we have mechanics that work and feel good to play in co-op
- Tweaked our spawning and controller input to be more consistent

Friday, Oct. 13:
- CS team had a meeting to determine next steps to complete over the weekend

Oct. 14-17:
- Our second music team member and our rigger on the art team joined our discord on Saturday!
- We received our first batch of sound assets on Sunday, courtesy of Bernadette
- Moonho sent gorgeous concept art on Monday for our first two levels:
- Continuous work over our code to make the spawning and character controls consistent and feel good and character models to prepare them for rigging as well as environment assets
- Revamped the first level from the feedback and scoped it down to the first stage inside the original first level, applying a maze puzzle design
- Updated the mechanics by switching to custom physics and focusing only on throwing and yanking, eliminating stamina and swinging in response to feedback
- Added split screen to cinemachine cameras

In our following week, we plan on implementing:
- Our full range of sound effects for players
- a working settings, respawn, and checkpoint system
- Tweaks and improvements on our mechanics based on TA feedback

Files

Ascent Build (Mac).zip 83 MB
Oct 11, 2023
Ascent Build (Windows).zip 69 MB
Oct 18, 2023

Get Ascent

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