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.
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).
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.
This was our devlog from this week. If you are intrested in future updates, click on the follow button. Thank you!
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Heaven Siege
Status | Released |
Authors | ZietseBoonen, Karrietje, boris.tauber, Zena Steenmans, Finn |
Genre | Strategy |
More posts
- Devlog: Polish 2 Final Devlog !May 20, 2021
- Devlog: Polish 1May 03, 2021
- Devlog: Production 6Apr 26, 2021
- Devlog: Production 5Apr 19, 2021
- Devlog: Production 4Mar 28, 2021
- Devlog: Production 3Mar 22, 2021
- Devlog: Production 1Mar 08, 2021
- Devlog: Prototyping Week 2Feb 28, 2021
- Devlog: Prototyping Week 1Feb 21, 2021
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