Development Log #2


Hey everyone!  Time for another update on Illustris. We’ve been making great progress Work has started on the 3D model for our main character. On top of that, we’ve been working on HUD designs that fit with the glowing

Below is Madeline's finalized design and completed turntable for our main character, Wisp:

Level Design

  • Level 1 is an introductory level in the forest that has the player use the growth wisp to create bridges and ladders to traverse the level. In the middle is a part that challenges the player to use the shroud ability to "lock" two bridges into place and run across them. At the end of the level is where the player collects their first new ability in the form of the light beam wisp. It can shrink down bramble that impedes the player's progress as well as reflect off certain surfaces for puzzles in later levels. The player then goes back to the middle of the level to shrink bramble that reveals the path to the next level.


  • Level 2 is built around a watermill/lighthouse structure. Outside, the player melts the frozen river with the light beam wisp, revealing a sunflower that keeps the water in the river moving to power the watermill. Inside, you climb a tall gear-filled tower by "locking" platforms in the right spots using the shroud ability. At the top, the player solves a puzzle requiring them to reflect their light beam off of some broken glass to light a giant lantern.


  • Level 3 has two current layouts. The first idea is a cave, it requires the player to grow bridges and ladders and "lock" moving platforms like in the previous levels. It also adds switches that can be activated using the light beam power. These switches can remove obstacles in the form of vine walls or doors. Once the player reaches the bottom of the cave, they confront The Keeper. Shadowlings are an enemy type that is present as well, though we haven't decided if we want enemies in the final game yet.

  • The second idea is a castle that uses much of the same mechanics discussed for the cave idea, while also introducing a switch activated ramp. Once the player reaches the top of the castle, they confront The Keeper.


On the coding side of things, Dwayne has been working on creating our gamemodes and camera systems for both the 2D sidescrolling portion of levels and the proposed fixed camera style. Sam has been working on the game's HUD and UI. Related to that, Emily also drew up some HUD design ideas that'll be below.




Going forwards we're going to be working on modeling the main character, finalizing HUD and level designs, and staring level blockouts.

Leave a comment

Log in with itch.io to leave a comment.