Blender Studio's long awaited second game project, focused on creating a bite-sized interactive storytelling playground.
Play as a big adorable dog and explore the winter woods with a little kid.
The goal of this project is to create a pipeline between Blender and Godot to make the asset and level creation process as seamless as possible.
Check out the latest updates on DOGWALK. See all production logs
This is the final production log. The game is wrapped, the files are all available and we're prepping the Steam page for the release!
Try the game now or download the entire current state of the project directory!
Cuddling the dog is finally part of the game and birds are roaming the woods. There's a bunch of new art assets and polish to be found.
Adding some small last features and elements. Apart from that mostly bug fixes and preparing for the early access launch of the game.
This week I finished the final full version of the "petting" animation between Chocomel and Pinda. This features 10 distinct animations that are needed for the gameplay where the characters come together (from 3 different states) and enter a cute randomised petting session. For ease of viewing I combined them into one video with and added a version of Pinda alone and also a version that's 90 degrees rotated to demonstrate how it might look from a different angle.
This week we made a push for more recognizable landmarks in the game, so I did some design scribbles for that, painted some additional asset textures, helped with the "inner tree stumps" that show up when the trees fade away and probably annoyed people with deadline-anxiety-fuels nitpicks :D
This week I modeled additional assets that should help the player orient themselves in the world.
We're now firmly in polishing territory. Some animations still need to be implemented but with only a few weeks left, there's mostly fixing and improving what we have. (Except for adding fish last minute)
This week we were wrapping up the last challenge: the Pond Challenge. As Julien had implemented the core mechanics of this challenge, I was able to start making the animations for it. The main challenge was to get the cone and character in the right position for it to work properly in the game. There are still some tweaks and fixes to be done, but we're almost there :) .
There were mostly just lots of error fixes on my agenda. But apart from those, I modeled and rigged a fish asset for the pond. I also took Vivien's cardboard logo designs and turned them into a virtual rigged asset that can be put into the game.
This week I finished the "Pinda shovel pickup" animation. There was some fun bug hunting and bug fixing, of course. Then there was the big task of animating a multi-faceted "Pinda petting Chocomel" performance, which needs to feature multiple loopable segments but will also be triggered by two very different scenarios. This means there need to be alternative "ins" and "outs" of the performance, a fun task for next week!
this week was mostly polishing animations and creating small ones needed for the game
Illegal fish contributions were made and I started adjusting textures and adding some last missing ones like the shovel. AHH and the logo! I now have a companion logo next to my desk that wobbles in the radiator updraft - such is the delightful life of a temporary papercraftist.
But wait, there's more! See all production logs