Devlog: Prototyping Week 2


Devlog: Prototyping Week 2

Welcome to our second devlog ! 

This week we prototyped some more with the main mechanics to see how they would all fit together.  We finished our radial menu prototype. The player can place towers on its current position (for now) by going through the radial menu and selecting a tower. We also prototyped some more with the waves. For now the waves are just incrementing evertime there comes a new wave. This will become more variant when different towers and enemy types get introduced. 

We decided after this week to not work with a grid but just distance based. For example when placing the towers we check if we are placing the towers withing range of the path or each other.  We also prototype the camera movement with the player. What is the ideal distance between the camera and the player, what is the ideal Angle ? Here is a example of some features we made in our second week of prototyping:

Prototype of placing different towers with radial menu
-As you also can see we prototyped on a way to have some type of currency in our game and we came up with a gems or later in development multiple gems. Which you can pick up from killing enemies or get from completing bosses and waves.

Now some examples of what the artists prototyped this week

Art Pipeline and Design

In week 2 of protoyping we finished our Art Bible. We settled on a low-poly style inspired by games like World of Warcraft, Omno, Divine Commander and Dota 2.
We discussed proportions, shapes, silhouettes, use of color, lighting, RFX and texturing. Through this we decided on a specific workflow that we'll be following for all our 3D artwork.

Pipeline research.

Pipeline specific: Textures and Materials.

Besides finishing up the Art Bible, we also defined some of our previous designs:

Environment and Deco: style and proportions by Boris.
Stylization, coloring and detailing of multiple characters by Amelie.

During the this week, our artists spent some time exploring Unity, testing out various features to get familiar with the engine.
One of these tests included a follow-up to last week's rig- and animation test, where we used a newer blockout version of the model, following the design of our main character.

Blockout model animated and rigged in Unity with a sword asset attached to the rig.

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