Final Group Devlog of Fall 2020


This week I didn't add much to the environment, as much of the assets for the level were created in the past few weeks. This week however, I added one new asset to be used in a future builds of the game. This being a vase.

The vase would be a breakable item in the later builds.


This week I did not run into any issues, and for the next level and more defined build of the first level, I will be re-creating, re-exporting, and creating new models.


For the entire project as a whole, I worked on 98% of the environment props and backgrounds. The colors I used were based off the color scheme the Lead Game Designer, Amber, suggested it be, and the normal colors I normally see of the objects I created. I feel the environment turned out good for being the temp. art of the game, and I will define it more next semester

-Nicole Schiulaz

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One of the two programmers for the project. I took the lead on AI character scripting and once that was done and as debugged as it could be I helped our other programmer, Bryan, where I could and we collaborated when debugging the player controller script.  After that it really just came down to implementing the different elements in the game. I think the AI scripting turned out well, so far we haven't run into too many glitches or issues with any of the scripts, we just need to add more things like attack animations and a visible health bar so that the players get more feedback. Whether this game will be continued next semester I'm not sure, but it was fun to work on and the knowledge I gained when creating the AI will be applicable to many places outside of The Untitled Princess Game.


- Claire Mason

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I acted more as a assistant to the project. helping with character concept art. Worked on object physics simulations for objects in the game that will be interacted with during gameplay. Created scene decoration assets, and consulted in game mechanic brainstorming.

-Jean Carlo Gil

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One of the programmers for Untitled Princess Game. Built the character controller, attack, health system and timer. Imported the assets from the other team members into the playable build.

-Bryan Willis

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I am the sound and narrative designer for the game. This week I didn't do too much. I just took the sounds given to me by the voice actors and cleaned up the audio. Then I joined a zoom call with one of the programmers, Bryan. Together we coded and figured out how to use the sounds like a mechanic (Like on trigger, the sound works). However, I did not partake in adding the sounds into the intro cutscene. I only focused on helping him set up the basics. Then the rest he did on his own. Besides editing the sounds, I wrote the scripts and quotes. Lastly, I started to work more on the lore of the background story, but it is still unfinished.
Candy Zhu

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I was the "head" of the project, I came up with the original concept through creating a subversive elevator pitch for Rey's class. After that I started to flesh out the idea more than just a single paragraph and created a GDD. After that I started to create different concept art pieces to help out the 3D Artists with visualizing the characters/props. For the final week I did voice lines for the table leg and helped out with some debugging/playtesting.

- Amber Garcia

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Throughout the project, I was a UI and Level designer in addition to being an animator. Though this last week not much was needed of me in the Ui/Level design department as everything was set up for the programmers to take control and actually make the game come to life. So I focused on my other job character animation which I implemented on the princess and biker model which was given to me by our character designer Nikolai. I gave the biker 8 sets of animation ranging from idle, walk, run, kicking, and 4 sets of fighting animations. While the princess also got your standard idle, walk, run animation in addition to a jump, kick, and 3 fighting animations as well. Once I was done I communicated with the programmer and sent it his way though my job didn't end there as the models both needed a death animation which quickly implemented and sent to the programmers to be implemented into the game. Putting an end to my list of tasks for the week.

- Jassiel Philis

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Nikolai Glukhov was the character artist for the project. While collectively understanding the story it helped him build character foundation. He used real world references and collaborated with amber as he followed the concept art. While adding a little of his own style he managed to export his works for unity engine with the proper maps and textures. He Delivered within two days as the assets were needed for rapid production. Completing princess, biker and the table leg.

- Nikolai Glukhov

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