Grayson Devlog (Week 7)


Since, last week, we completed our 25% sprint, most of week 7 was spent getting everybody situated with their work. This included environment art, animation, sound, and level design. 

For environment art, I talked with Elisa about what the environments should look like and provided more examples in the mood board, most of this work will be shown in Elisa's log.

For animation, I felt that having a complicated, shaded pixel art character would be hard to animate from just a still image, so I provided an aseprite file to Tolu that had fully drawn keyframes so the blanks can be filled a little easier rather than from scratch. This should also help the consistency. Once some substantial progress has been made on this animation, I will lay out the animation for the Brain the same way. 

For sound, there was a pivot from our original music choice to a more "Nintendo" sound. I gathered audio reference for Andrew and highlighted what aspects of each song fit the vibe of each level

Lastly, I worked on my level design some more. Last week, I realized I overworked myself HARD, so this week I was a bit less hard on myself and let myself make progress at a normal pace, which, I feel, made the quality of the ideas I have higher. The 3 big things that I did this week for level design is finish the room from level 3 from last week. I added puzzles and platforming to each, requiring some brain power. Playtesting is right around the corner, so we can see if it ACTUALLY requires brain power and I'm not just imagining that it will take brain power. Anywho, I also created 2 more level concepts. One of them is a tutorial for how being underwater works and showing that movement will be altered while in the water. The second level is a concept that has both players trying to complete their own objective in the same space. This is something that playtesting will reveal to be fun or not, but I think, in theory, it should play really well. 

Aside from that, with no playtesting to work from and the first iteration of level design coming to a close, I am starting to take a more general role in production and turning my attention more towards keeping the project moving along smoothly

Get Spit It Out!

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