Progress Log 10 - Ordinary Operations


Team Summary

This week the team continued to follow the swing of Stage 2's production. As the waters stabilise on the production of Stage 2, we look outward to peripheral tasks that require attention such as marketing efforts in the form of the gameplay trailer and press-kits with greater focus being placed towards these goals in the coming week(s) from now. With the background work being mostly completed for Stage 2 and a wealth of experience being collected, we want to take another look to raise Stage 1's aesthetics to the standard reached in Stage 2 to put our best foot forward. In the technical realm of development, bugs continue to rear their heads as time progresses and we continue to beat them back. Alongside this, more 'administrative' mechanics are being introduced into the game such menus and user interface are being added since the gameplay mechanics are all up and running. The goal is clear and the end is in sight, we just need to keep pressing on and get out of this sewer!

Individual Outlines

Hahnul

Completed

  • Animated collectible carrot to be placed throughout the levels as optional pickups.
  • Completed some level designs for Stage 2.
  • Storyboard for the gameplay trailer.

A level design inteded for Level 3 in Stage 2.

The floating carrot collectible item.

The embellished animation that plays when the carrot is obtained.

In Progress

  • Level designs.
  • Gameplay trailer.

Assigned Tasks

  • Animate a flag as a checkpoint for larger levels.
  • Continue level designs.
  • Adjust a level in the tutorial section of Stage 1 to make it easier.
  • Continue working on the gameplay trailer - record and edit footage.

Nich

Completed

  • Progressed on the transitional tiles between Stages 1 and 2.
  • Animated an acid waterfall background asset for level decoration.

Progress on the tiles that are to be used in the transition between Stages 1 and 2 for visual cohesion.

The animated acid waterfall background asset.

In Progress

  • Transitional tiles for Stages 1 and 2.
  • Midground assets.

Assigned Tasks

  • Complete the midground assets.
  • Refine the Stage 1 terrain tiles to match the detail and quality of the tiles in Stage 2.

Raymond

Completed

  • Added an infinitely panning and looping background of a fake level for the main menu.
  • Fixed a bug that caused Buck's sliding animation to persist.
  • Implemented new animations and sprites for the ammo collectible.
  • Added a stage select in the main menu so players can choose which stage they want to play.
  • Changed instances of the word "level" in the game to "stages".
  • Implemented a collectible with the provided carrot collectible animations. Collectibles are collected by touching them and finishing their respective level.

Assigned Tasks

  • Implement a checkpoint system for use in large-scale levels. After touching a checkpoint, if they die they will respawn at the checkpoint instead of the start of the level.
  • Implement a basic save and load system where the player's progress is saved. The intention is that the game would save if the player has beaten Stage 1 which would keep Stage 2 unlocked.
  • Add a ghosting effect that would play when Buck performs a bullet jump.

Sean

Completed

  • Completed some level designs for Stage 2.
  • Animated a bobbing motion for the ammo collectible and a greyed out version for when it has been collected.
  • Animated the acid pool surface animation to act as hazards.
  • Minor preparations of promotional assets for the press-kit.

A level design for Level 18 in Stage 2.

The greyed-out, collected ammo with the floating, uncollected ammo.

The acid pool animation with the context of the existing background, enemy and acid waterfall.

In Progress

  • Acid pool requires a fill tile for deeper pools.
  • Press kit assembly.
  • Level designs.

Assigned Tasks

  • Edit the waterfall animation to fit with the acid pool animation.
  • Make the acid pool fill animation.
  • Continue level designs.
  • Continue the assembly of the press kit.

Get Bullet Bunny

Leave a comment

Log in with itch.io to leave a comment.