[Week 03] Time is Life


Hey loyal readers,

In this weeks devlog we made a small prototype of our game & we fooled around with a lot of art.

How does our gameplay look like now?

In the screenshot below you can see the level layout. The player at the moment spawns at the bottom center of the level.

  • 2 simple pick ups. One of them being a simple HP pickup & the other a coin. They are just examples of what we later could add as pick ups.
  • A simple enemy who follows the player and then shoots at him & also gave the player the ability to attack the enemy.
  • A simple HUD to show the player HP (expressed in seconds) & the currently collected amount of coins.

A more close-up of our game.

We tested small things that would have a big impact for the overall feeling like 

  • camera settings, more specifically Field of View, offsets, ..

  • size of our level, how big do we want it to be?


Here's a little in-game view: Notice the funny bullet bug! It's funny cause it kills you :)


Currently, there is no death implemented yet. You just get an uplifting error message! (Ngl, I got tons, we have to play a bit with the difficulty I think. Yep. WRITE THAT DOWN GLE eh GRECK!)

Art-wise we also made a lot of achievements! 

  • Look at this fresh fresnel shader made by one of our amazing artists to grow custom to the shader graph in Unity.

         

  • We also cut the final cord in terms of artstyle. See beneath a few pages of our final Art Bible :


  • To make the art actually come alive we also made a test prop fitting the theme... Suitcases!

As you can see this week was very packed, we're happy with our progress. See you next week! Planned for next week is the first production sprint! We are super hyped to get our polygons glowing, pencils throwing and code coding!

Here's a little concept sketch for potential enemies to scare you away from this post because it's the end for this one:


Peace out! :)
Time Is Life Dev Team

Files

Build2.rar 21 MB
Mar 01, 2021

Get Time Is Life

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