With a firs version of our pipeline ready for testing, we are finally assembling art assets into the engine. The level for the vertical slice is being prepared for more testing and filling the gaps to go into production.
Apart from overseeing more work, all the logic for the core navigational challenges is done and ready for more testing. With the levels set up, I started assembling the actual game and making it ready for gameplay testing.
This week I worked on finalizing the topology of the main characters so they can be unwrapped for texture painting. I also managed to sneak in some time for modeling some roots and blocked out the creek bridge.
This week I finally finished setting up our fundamental asset pipeline, allowing us to nest assets into each other in Blender to work on sets and assets separately and exporting everything seamlessly into Godot in a procedural way. I also spent some initial time on exploring our options for shading and communicating with the Developers about solutions to the shortcomings we run into.
A lot of layout rigging updates for the two main characters, the camera, snowman and props. And one simple animation test where the Pinda character puts a tennis ball on the snowman.
Lots of helping out on the characters, lots of painting textures for the characters, lots of reviewing assets, lots of painting textures for the assets, some design for assets - almost running out of designing to do and textures to paint! Kitsu will be spilling over if we don't slow the hell down! ! ! YAY. :)