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 Project DogWalk. See all production logs
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.
Many more effects, better mouse cursor UI and sliding on ice! Overall the project is getting feature complete and the team is shifting toward polishing.
I'm slowly switching gears to the next production, so I only did some geometry adjustments to the creek and the gate locking mechanism (apart from little texturing work here and there)
This week I finished the treat animation and we started to work on the gate challenge animations, in my case, i did the 2nd and 3rd spot, where Pinda is going to check if there is a way in the fence
This week was mostly all about the birds. The main constraint was to keep the location contained so there are multiple "loopable" animations where the bird never moves from their spot. Then there's a couple of "strolling" ones where the bird moves a bit around (within a small radius) before returning to their starting spot. There's also ones that allow them to turn left or right 45°, to add more variety. Finally there's two animations where they fly off.
The ice movement is finally back and there's a first pass on the pond challenge to get an item off the ice.
This week we tackled the 'Gate challenge' in animation. This challenge consists of a couple of steps where separate animations were required to complete this part of the game. Once the player solved the gate challenge, he would be able to find the tennisball, this animation has also been updated accordingly and is ready for implementation. Next to that, smaller polish tasks to be completed.
This week for me was mainly about implementing more FX. I polished some of the existing ones a bit more and created new ones for environment interactions. Besides that I worked on the intro a bit to implement more of the animations coming in.
Lots of small random leftover tasks got tackled this week like cleaning up the emote animations, some concepting, some texturing, some messing with fx textures that finally made it into the game. I also reanimated the mouse cursor, but I have no footage of it, whoops! (I'm also starting on another ongoing project one day a week now so my DogWalk time is reduced from now on!)
But wait, there's more! See all production logs