Bug fixes, rewrites and pretty-fying for the Playgrounds Art Department event. Getting a bit of polish before everything breaks again :D
My goal for this week was to settle on the textures for the various paths around the world map. I also worked on adding detail to the goat shed in the fence area and managed to make the frozen pond more interesting.
This week was a bit split between project Dogwalk and preparing for the Playgrounds Event in Eindhoven. I took some work from Pablo, adding animation cycles for Chocomel for the introduction.
This week I finally implemented some of the things that make our little project feel more like a game. That's a user interface for menus and saving/loading. besides that, this week was the `playgrounds - the art department` event, where I gave a presentation, so I spent some time on preparing and then being there for the event.
I got to focus a bit more time on bug-fixing and refactors. Especially in preparation for play-testing the game at the Playgrounds event in Eindhoven. A couple of new features found their way into the game that will be essential for work on the following week.
This week there were some rigging tweaks and new rigs for props. Also polished the animations for Pinda attaching the tennis ball and the shovel to the snowman. Furthermore I did a rough mockup pass of the outro.
Somehow it was a productive week, despite the extra preparations that went into the Playgrounds Festival in Eindhoven! I got to do lots of menu mockups, already using our custom font (made in Fontra) and animated some emotes for further testing and implementation + some stray leftover concepting work.