3/11 - 3/24/2024
In the past two weeks, I integrated the updated castle design into the engine.
Time Breakdown for 3/11 - 3/24 | | Total: | 13h |
---|---|---|---|
Village Blockout, Castle Update Integration | 4h | Studio All Hands and Leads Meetings | 6h |
Creative Production Mentorship Metings | 2.5h | Task Creation & Outreach | 30m |
Sprint 3 has begun! My main task this past week was to move the updated castle level layout that I posted about previously, and to import it into the Unity project. While installing LDTK (the software we are using for the game's tilesets) and connecting it to Unity went smoothly, the engine was having trouble regenerating the colliders for the level, and the previous walls were still active, blocking the player from walking through some walls. After a few hours of confusion, Allie and I found that simply removing the collider and asking the LDTK to Unity plugin to regenerate it seems to have fixed the issue.
![](https://static.wixstatic.com/media/b4f087_ecc006ffbd634938bfabbdc95c903843~mv2.png/v1/fill/w_910,h_1474,al_c,q_90,enc_auto/b4f087_ecc006ffbd634938bfabbdc95c903843~mv2.png)
I did not have a devblog for the two weeks before this one, because I suffered an injury that prevented me from doing work on the project for a week. As a result of this, the updated layout for the forest scene was unfortunately scaled back, as the castle integration was delayed.
In the coming week, the Level Squad will be focused on integrating new art for the castle and adjusting final triggers and NPC locations so that the level is in the best state it can be, and the studio moves into a polish stage.
Updated Village Layout,
Will not be in final game
(Cut for scope)
Project Quest
Nicholas Way
Comments