Dev log - week 6


João Silva:

This week we made a lot of progress, personally I worked the creation of the world. Initially we planned on creating the world using the terrain tool that unity provides and the brushes that allow us to draw mountains and hills etc.. However since we wanted the world to be reallt huge, we concluded that creating everything by hand would take up too much time, so we decided go for procedural generation.  I took advantage of perlin noise and created a  heightmap. The generation can be personalized by a large set of parameters common to coherent noises such as locunarity persistence etc.. The final result turned out realy cool and is exactly what we wanted!

Nuno Ramos:

This week I've been focusing on two things. Fist, the UI; currently I've created a main menu, which, while functional is very barren. I'm also working on the pause menu, which is the part that we consider more important to include in the prototype if only to allow for breathing room. Second, I've been designing the first landmark: currently it's just standard Unity blocks, but I'm keeping in mind a specific theme to the parkour puzzles inside so that it still feels cohesive once we add the visuals and make it look like something more tangible.

Francisco Sousa:

This week I worked on some soundeffects and music. I tried to find interesting ambient sounds. I found a really cool wind sound that added as background sound to the game. I also found sounds to play when changing between materials which I also added to the unity project. Besides this I searched for high quality textures that we could use for the world and main character.  Currently we are using an HD sand texture plus a normal map. 


Rafael:

We had a few discussions about some decisions we still have to make with the team. Our art colleague showed us some neat concept art for our main character and we discussed different eays of implementing them. Besides, João and me also looking into the shaders and played around with them to try to make the desert look interesting. We have a few ideas and and initial look, but it still needs work.

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