Week 7 DevLog_KU
For Week 7, I've written and finalized the dialogue between the Well-Witch, Pettenedda, as well as finished the cutscene details for the introductions of two different enemies: the Boogeyman-like antagonist, Babau, and the Bog-borne lizard creatures, the Biddrina. The dialogue utilizes a screenplay script format, making the appropriate usage of action lines and spoken lines. Other than Pettenedda's dialogue, I have fully written the cutscene details for the aforementioned enemies, Babau and the Biddrina, documenting their behaviors, the "mood" for the scene set-up, and noting everything that will happen during their respective scenes, in order to fully represent them, and implement them into the finalized, packaged version of the project, further into development. Another responsibility I chose for myself was to write the "plot summary" on our project's Itch.Io page--drafting it first within its housing Word Document, before porting it over to the page itself for when the project is released, and uploaded here at the end of its development cycle. Fully scripting the in-game dialogue, cutscene sequences, and the summary on Itch.Io took about 1.5 hours, from start to finish (editing and revising included).
On top of completing the dialogue and cutscene details for Soul-Ladra, I also began researching extra tutorial and tips/tricks videos to help with my block out for the "central" region for our drafted map of the game's overworld (map credit to Andrew Foradas). My responsibilities involve prototype the environment for both the Outer Woods, and the Pathway that resides within it (i.e. the "middle" portion of the map attached above). The path within the forest-y area under my "jurisdiction" will require, most likely, a spline of some sort, so I have been delving into several videos in which splines are examined and taught in-depth, so that I may better utilize them for Soul-Ladra. Combined with those videos, I've been refreshing my memory on many different aspects to environmental design--material layers and blending, the newly-released PCG framework, and several other basic "refresher" videos for a low-poly game, like our proposed project is. As my block-out is set to begin on October 4, 2023, to meet our team's second Sprint deadline--October 16, 2023--I wanted to ensure I fully re-learned all of the aspects for the entire process of environmental design--blocking out, detailing, polishing, lighting, and finalizing--to that I can dive headfirst without any problems or hesitation in regards to a certain tool or area of the engine. In total, I have spent five hours watching and refreshing my memory with these videos.
Task Name | Hours To Complete |
Write dialogue for Pettenedda, Itch.Io "back-of-box" summary, and cutscene details for Biddrina and Babau | 1.5 hours |
Researching Extra Tutorial Videos (Tool Options, Splines, Etc.) for Block-out for Outer Woods and Pathway | 5 hours |
TOTAL HOURS FOR WEEK 7 | ~6.5 HRS |
Get Soul-Ladra
Soul-Ladra
First-Person Horror-Adventure with Italian Folklore
Status | In development |
Author | NitrogenGhoul |
Genre | Survival, Adventure |
Tags | 3D, Creepy, First-Person, Folklore, Horror, Low-poly, Narrative, Retro, Singleplayer |
More posts
- David R. Work Blog Week 15Dec 01, 2023
- Week 15 DevLog_KUNov 29, 2023
- Week 15 Work Blog - Irie TurnerNov 29, 2023
- Zach Taylor Work Blog (Wk15)Nov 29, 2023
- Week 15 Dev LogNov 29, 2023
- Dev Log Week 14Nov 29, 2023
- Week 14 Work Blog - Irie TurnerNov 22, 2023
- David R. Work Blog Week 14Nov 22, 2023
- Zach Taylor Work Blog (Wk14)Nov 22, 2023
- Week 14 DevLog_KUNov 21, 2023