More work on the intro and outro, set dressing and missing parts of the game. But the lighting got a big overhaul and plenty new effects make movement more exciting.
This week I finished animating the Outro scene, addressing all notes and giving it a final polish pass. I also animated Pinda pulling on the dog leash. On the rigging side, I rigged the three bird characters, hopefully they will take flight soon.
This week I wrapped up the textures for Chocomel and Pinda! After that I explored some alternatives for the missing item iconography and messed around with the snow fx system, testing and providing some particle graphics for that.
My main goal for this week was updating the lighting. We wanted to get rid of SDFGI (which wasn't doing much anyway) to improve performance. I added many many more lights in the world environment to add highlights, more depth to shadows and individual areas of interest. I also detailed the set dressing in the south of the pond around the willow tree and the fence area.
This week, it was time to polish the assets texturing and adding normal maps to make the objects more tangible. Aside from this task I worked on set dressing the Clearing area and play-testing to see how the environment feels.
This week for me was focused on a mix of adding some of the more important initial FX and implementing the intro sequence, which nicely glues the gameplay to the main menu and also serves as a tutorial to introduce the player to the main game mechanics.
Another week of small fixes and implementing new animations. There was also finally some work on the "Gate Challenge" in the east of the level, as well as some improvements to Pindas logic.
Among other improvements, the main focus this week was on the intro and outro of the game.
I mainly focused on bug fixes small improvements this week. There was also quite a bit of playtesting and overseeing the vast amount of work from the team :D
This week was all about blocking out and animating the outro. On top of that we discovered a couple of animations had weird "scaling" artifacts going on. After some investigation we realized that Godot has a hard time dealing with bones that stretch (which is normal to use for a typical IK setup). After a couple of experiments with mixed results, I ended up updating the problematic IK with a "two bone" solution that replace the stretch bone with two bones at each end that track towards each other.
I worked on detailing the set dressing in the Hub area, added path crossing textures and new sign assets.
This week I mostly focused on refined a bit more the intro animation, is a big chunk of animation so is taking a bit longer to finish
This week I was concepting the sign board and the map for the game and provided button/click prompt animations we can use to clue the player into digging the kid out for example :) I also improved Pinda's tear graphics so they are more chonky and readable in the game!
This week I finished the intro animation on Pinda, and started back on the treat animation
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.
Storyboarding and animation for the intro and ending, an adaptive soundtrack, more level design and new features.
This week I spend mostly my time on polishing & refactoring some old code and the animation trees. But I also got the time to work in some new features from other people, like the EmoteBubbles and the Music Manager.
I worked on storyboarding the little outro sequence for the end of the game and a graph that shows how the player's actions influence Pinda's mood - AND I made emote fx that highlight those moods in the game. Hopefully it's less missable now when you have messed too much with the kid :D! Also: Three birds! A shed! Two cardboard cookies! All very premium concepts.
I had quite a few different tasks this week! I continued working on the fence area. There was new super cute concept art of birds - secondary characters to breathe life into the world - but even through they are still a stretch goal I just had to model them! Also, I modeled and started texturing Pinda's instant camera, which will be important for the end of the game. To round things off, I set up a LUT grading comp to give the game more visual polish.
This week, I spent more time refining the Clearing environment navigation. Over the week, the amount of slight adjustments to the paths were quite high. I also spent time experimenting with the core gameplay elements like the camera distance variables between the characters and how snow patches influences the stamina and falling potential of Pinda.
This week I mostly tweaked rigs based on feedback and rigged new props but also started animating the cinematic scene where Pinda attaches the shovel to the snowman.
This week I wrapped up the last core parts of our pipeline setup, so now textures are actually stored in the right place of the game files on export, which means we don't have duplicates lingering around. Besides that I started helping out Julien with some game-/movement logic implementation.