Devlog: Production 2


Hello there Heaven Siege enthusiasts!

This week was our second production week and we've got some new cool stuff to show you.

The artists have spent some time on perfecting the previously made designs, based on the feedback from both teachers and friends. Some of those sketches have been (partially) translated to 3D objects. The first few turrets are almost ready!  The character, weapons and HUD also got an update.

Ice Turret

The first turret to be created is the ice turret. The first level has a model, unwrap and texture.  Along with the 3D version comes an icon for the radial menu. The other two levels of this turret have been modelled, unwrapped but not yet textured.


Textured ice turret

Menu icon sketches

Final menu icons

Ice turret level 2 model and unwrap

Ice turret level 3 model and unwrap

Wind Turret

After making some sketches and iterations on those ideas, we picked a favorite and started modelling, unwrapping and texturing. We used the Game-Art inspired workflow for an efficient creation of the turret and the upgraded version. By using the same texture and objects we could make the second one very quick. Both models have simple animations for their attacks (the blades spin fast) stored in separate .fbx files.


Wind Turret sketches

Wind turret color and material studies

Wind turret level 1
Wind turret level 2

Base color texture, shared by both turrets

Weapons

The weapon concepts have been improved with materials and more details. We focused on the war hammer design which we liked the most. We tried to push the stylized feel a bit more.

Weapon designs with materials 


Character

The character production has started! We already made a base mesh to test the animations on, but we want more detail. We made a first version of the head blockout.

Head blockout

Gem 

The currency that enemies drop and is used to build towers got a model. We made a handpainted texture for it.


Gem model and unwrap

Controller UI

The information screen that shows the player controls on the controller was made. This will be later implemented in the UI. We based the look of it on the template we made for our art bible.


Controls information screen

Health Points

What would a game be, without some healthpoints. Our base starts with 100 healthpoints and lose them everytime an enemy reaches the base. This presents the goal of our game. Keep the enemies away by placing turrets and use your main attack to kill them. The yellow/golden bar in our game represents the HP of our base. 

The enemies running a certain path

Heaven Siege Actions

As the hero of the game, you can run around and help the turrets you placed. By pressing the south button on your gamepad, you can attack once every 5 seconds. Ofcourse this isn't just free. It will take away your energy (your mana). From the moment you don't have enough mana, you can't attack anymore. It's your job to find out to use these attacks in critical situations! The enemies also drop gems. This is the currency you will use to get extra buffs in the game (more information will be explained later). The characters also run a certain path where they choose their own way to reach the base. The enemies also have a certain amount of HP. This is why we can kill them after using our main attack two times (the values can be changed during development phase). 

Killing the enemies

Pausing the screen 

We sometimes need a break (a snack or toiletbreak). This is why the programmers also made a pause screen. The UI will be changed later in our production phase. 

Pausing the screen

This was our devlog from this week. If you are intrested in future updates, click on the follow button. Thank you! 

Files

Production_Week2_Build.rar 18 MB
Mar 14, 2021

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