Devlog 4: Foundations


Greetings travellers, we're back with a weekly update on Ascension², it's a big one this week!

While there were some setbacks the 1st week of production, the team has done its best catching up with the ever looming deadlines in this 2nd week.

Both artists and programmers have quite some updates that finally reached the light.

Artists:

  • Production has started for the first 2 stages (Hell and Styx), terrain and assets are being designed and made
    • Collecting reference
    • Getting a workflow together for uniform assets per theme
    • Modular wallpieces for the Hell and Styx stage have been modelled and textured in MagicaVoxel
    • Environment assets to populate the hellish landscape are in production
    • Styx crystals, mushrooms and stalagmite assets have been made in MagicaVoxel to give the Styx stage more life
  • Spritesheets for the fire, smoke and burst effects
  • Jump, land, shooting, death, hit effects were created





Programmers:

  • An easily expandable State pattern has been programmed to give more room for later expansion
  • Character movement has been implemented utilising the State pattern, the character can currently
    • Walk
    • Jump
    • Lock in place (when on the ground)
    • Aim
    • Shoot
  • Controller input has been implemented with a new Unity Input system package for more efficient implementation
  • An Object Pooling pattern was created that can be utilised with every GameObject
  • Shooting mechanics were added together with a Bulletmanager utilising the Object Pooling pattern
  • Camera functionality follows the player's ascension while not following its descent
  • Created a block spawner Singleton utilising the versatile Object Pooling pattern
  • Made single blocks that disappear after a certain amount of time
  •  Designing the fundamentals of the script composing the Tetrominoes



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