Devlog 08 - Second Week Second Sprint
For the artists working on Jointed:
This week, Stan concentrated on bringing more depth and atmosphere to the level. He continued with set dressing, focusing heavily on refining both the midground and background to create a cohesive and immersive environment. As he iterated on the midground, it became clear that Jointed needed a stronger sense of forest density, something that made the world feel alive and enclosed. To achieve this, Stan created new ceiling foliage that could be hung from overhead structures, contributing to the sense of being deep within an enchanted forest. (Insert image of ceiling foliage here) In addition to environmental modeling, Stan began shaping the mood of the level using lighting. He introduced a carefully selected HDRI to cast appropriate ambient light and applied custom fog cards throughout the scene. These elements work together to create a layered, misty atmosphere that adds visual mystery and depth. (Insert image of fog cards and mood from player perspective) These updates mark a strong step forward in defining the visual identity of Jointed, and Stan will continue refining the lighting and foliage systems as the game’s style evolves.
Hanna worked on texturing most of the models in the level. For now its these following models that are textured: the springplatform that has the shape of a mushroom (with an additional variation by next week :> ), timed platform in the shape of a leaf, candy rotatingplatform and tilting platform in the shape of wrapped candy and last but not least the spikey vines for in the pits. Most of the textures have simple gradients and slight color variations as within the timeframe there is not a lot of room for more details. But the textures really pop with the shader effect created by Flor and look quite decent in the level. All of the other models still have placeholder materials, this will be approached upcoming week.
Next to that she reimported all of the models as there were still quite some issues with scale, so this definitely had to be fixed.
Flor continued working on the animations as well as creating a state machine for the programmers to integrate into the project.
For the developers:
Mathies tried to improve the way players move on top of moving platforms as this had caused some issues. He also made tilting platforms reset when the players respawn and changed the platforms one-way collision to two-way so players don't just jump through when it is tilting the wrong way. Lastly he added some more soundeffects and tried to rework the sound system to no avail.
Elias spent a lot of his time fixing the scaling issues within our level and prefabs, because our supervisors told us that these would cause problems. aside from that he also fixed another bug we had where the players could double jump if they spammed the jump button making them fly of into the sky. and finally he made our final rotating platform so that now all platforms should be implemented into the game.
Bram spend time on making the game controller friendly, He added controller navigation to the main menu. He also added a Pause menu to the game. Here you can pause, restart and end a level. He also spend time on optimizing the level background by masking unseen elements. Bram also fixed a small issue with the rope where it got placed at 0,0 of the world.
Files
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Jointed
Status | Released |
Authors | brammie15, Mathiesvdb, Stan De Staercke, Elias Stoffels, VersweyveldFlor, Hanna Oeyen |
More posts
- Devlog 11 - The Last Devlog4 days ago
- Devlog 10 - First Week of Polish10 days ago
- Devlog 09 - Third Week Second Sprint17 days ago
- Devlog 07 - First Week Second Sprint30 days ago
- Devlog 06 - Third Sprint Week37 days ago
- Devlog 05 - Second Sprint Week65 days ago
- Devlog 04 - First Sprint72 days ago
- Devlog 03 - First Playtest80 days ago
- Devlog 02 - More Research86 days ago
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