Development Log #3


The model for our main character, Wisp, is complete. It took longer than expected, as this was Kolt's first time modeling a character. Here's what he looks like:

Sam has completed an early version of the HUD. It displays the player's abilities at the top and allows you to cycle through them. He also made a very simple main menu that allows you to start and quit the game.

Logo & Visual Identity

The final logo for Illustris is done! We've attached two color variants, the team is still deciding which one we like the best.

Lighting & Audio

  • Dwayne has been fixing some bugs in the lighting system of the game. Namely making sure that the lights that orbit the player "snap back" to the player after enough time has passed. 

  • Madeline has begun gathering sounds for the game, things like for when the main character jumps, takes damage, etc.

Level Design & Gray Boxing

Level design for the is officially complete. Levels 1 and 3 went through some changes. For level 1 the early layout was changed so that the player wouldn't be forced to use the shroud ability so early on.  



For level 3, we have decided on the cave theming and the design was updated to not include enemies and have more puzzle elements. Level 3 is also going to be on a timer to complement the story and enhance urgency.



What's Next

Lily and Cole have begun grey boxing for the levels in Unreal, and Emily is going to start rigging the Wisp model as well.  Madeline is gathering sounds, Sam is polishing the HUD, and Dwayne is creating the code for the growing bridges and ladders.

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