Shadoraci

Community Manager & Asset Designer


Art and Design Team

Heyo! My name is Shadoraci and I am one of the developers with Crimson Studios. I take on the roles of community management and organic asset development. So you'll mostly see my work behind the scenes with the biological assets and see me publicly, bringing you guys monthly updates! With introduction out of the way, let me talk through what I've been up too during September.Asset Design
- Brainstorming unique creatures for this world is quite fun. Altering my art-style a little to adhere to the style of the game was a unique transition I had trouble with at first. Not many artists talk about how you need to change that when entering into a project that may not be like your personal style.
- I made up 4 different creatures, alongside assisting with Selix's design. More references will follow in our next update, but I am happy to present these 4!- Lokko will be a species that primarily resides in the 1st area of our game, an open and vast desert. Drakarri will be residing in our 2nd area, a mesa filled with pillars, mountains, hills, and other vertical terrain. Onyph are especially interesting, they will reside only in our 3rd area, a dark lush cave. Finally, the 4th area will be home to our Lachi species!

- Thinking of their attacks was enjoyable, but a bit tedious. I had to think what was realistic for them, and for me. Lokko are going to be pack-hunter styled, Drakarri are going to be ranged quill-throwers, Onyph are going to be stalkers using their camouflage and dazzling lights to lure you, and lastly Lachi are going to be... well... a nuisance.- As for Selix, we have our main character mostly fleshed out. He will enter production here shortly, alongside some other creatures listed above.


Austin Lothman

Studio Director & Developer

September started off slow for me, figuring out how this team will work together and how to lead in an efficient way! It was a little rough at the start but by the end of this month I think we all started to fall into our roles!

The struggle is real!
The biggest hurtles I had to takle this month was learning what my team needed, how to give them direction, and figuring out what the best way to keep everyone working the best they could!

What I achieved
- Setting up everyones schedules and tasks for the month.
Working on level design for each level of our game.
- Organizing meetings for the whole team to show off the amazing work they've done!- Getting together with our new audio composer for sound design.- Restructuring our canvas board to work best for our development team + general mantanince of the document.There's a lot of work ahead of us, but I'm hoping that with the right tools and some semblence of a creative direction the development of this game will be nothing but smooth sailing!


Polarades

Environment Artist


Art and Design Team

Hello! I'm one of the artists, in charge of bringing the environments to life as well as creating assets. Although I am a primarily human and creature artist who only draws environments when necessary, for the sake of both getting in loads of practice and the division of labor I chose to focus largely on the game environments.I worked on a couple of things for September, mostly different environmental arts. The things I wanted to start with were fully rendered scenes of all of the main levels, to get a feel for each of them.

I've since started working on smaller drawings of each of the possible areas, both planned and spur of the moment, within each level. As of now, level one has all of these areas drawn out while level two has most of them.Level One consists mainly of desert sands, which can be hard to make interesting and varied. A lot of the art for areas within level one is of notable landmarks or geological points of interest - a dried oasis, a ruined tower, shallow and undulating ravines in the sand.

Level Two is a bit easier to make varied, as the arrival of new greenery gives many more options along with the different heights the player can climb to on the mesa. The rocks themselves can have varied appearances with shape and color.

But yeah, I think that variety is key to keeping the game from blending into itself too much, and I want to make sure that each location will be memorable in it's own way.


RebelWebb

Programmer & Worldbuilding Writer


Worldbuilding and Narrative Team

Hello, What I have been working on is the world building with my team member for the world building team.Narrative:
The basic layout of the story was established with the entire group, but we were tasked with finding out the specific in the story following the Hero's Journey Saga.
We also have been looking for the points that move the story forward, the story beats.
Collectible:
- For collectibles, we have figured out that we wanted these collectibles to both be fun but as well as story telling. If you look at a collectibles description, it should tell you story about the world you found it in.
- We have also figured out how many and what type of collectibles we will have. We will have some clothing accessories as well as murals that will explain information about the world. The mural will be focused on the world, while the clothing will be focused on the things living in this world.
World Building:
- We have been working on what each area mean to the world, and what makes up these areas.
Finally, the big thing that leads the story is the main characters motive. We have been heavily working on this and we have basically fleshed it out near completion. The main characters and his companion have their motives that drive them to continue, now we have to figure out the residents motives.


Dork

Programmer & Worldbuilding Writer


Worldbuilding and Narrative Team

Hello everyone! I'm one of the members on the worldbuilding team and I'm here to cover what has been worked on!Laying Out Narrative
- We've had the basic premise of the narrative set out, so we've gone through and specified them to align more with the points of the Hero's Journey
- As our level designer finishes laying out the general design of each level, we've gone through and placed markers on where we want specific beats to occur and where in the design they should go.Collectibles
- The team has decided that we all want collectibles to be in the game, so us on the narrative team have begun to plan out where we want them to be found as well as what exactly each one is
- For now however, we can confirm wearable collectibles as well as some that help players explore more of the lore behind the gameplay!General Worldbuilding- Beyond that, we've gone through and done out best to set up the basis on the world in order to ensure that the world the player explores feels lived in and like it has substances- Similarly, we've gone through and worked on solidifying the motives behind our MC and their companion, as well as establishing the general lore of the islands inhabitants.


JurassicBread

Music and Sound Effects Designer


Audio Design Team

Hello! I am the recently-added composer and sound designer for this project! This game will feature an original score composed by me on Ableton Live. Sound design will be a combination of outsourced assets, recorded sfx, and mixed effects in Ableton. So far, I've created a few music demos to get a vibe for each level of the game.Music
- Demos: I began with a simple main theme demo right after being brought into the team. With that sketch, I established the primary instrumentation, motivity, and chordal structure of the score. Demos for levels 1 and 3 have been created to get a sense of the atmosphere, aesthetic, and tone of those respective sections of gameplay.
- Instrumentation: The score blends atmospheric synth pads within a colorful orchestral pallet. There are three instrumental "characters" within this score: a felt piano, an Irish whistle, and a duduk. The piano acts as an anchor, or root for the score to revolve around, and to give a sense of familiarity throughout each track. Meanwhile, the Irish whistle and duduk represent certain aspects of the storyline, and dynamically shift as the hero's journey progresses.- Leitmotifs and themes: A main theme and ostinato have been established in the key of D minor. This will act as a leitmotif for our protagonist.Sound
- September has mostly consisted of brainstorming in the sound design area, but throughout October, I will establish the initial drafts of the game's soundscape.
Many of the sound effects will be outsourced, but some effects, such as menu sfx and enemy sounds, I plan to mix and edit in Ableton.

Shadoraci

Community Manager & Asset Designer


Art and Design Team

Hey all! We're back with a new development post for October. Soooo, what did we all do?Asset Design:
Selix is almost done! Our baby dragon is rapidly approaching being fully done and we have a lot of progress to show on him! I personally spent a majority of the month setting him up and we'll be finalizing him in November.
Disclaimer: This is my first ever big modeling project. Most steps I lay out here are done for the first time! So this is huge for me personally.Sculpt:

After the sculpt, we then moved onto re-topologizing the model. This is a painstaking process but, it's what makes our model super efficient. We lowered his values from roughly 1.8m vertices down to a mere 4.2k.Re-Topology:

Next up after that, we worked on getting a rig set up so we can move him around for better angles and to see what he would look like when we puppet him around!Rigging:

I'll be moving onto making our little guy look gorgeous. Giving him eyes, a mouth, and other more detailed features to get him looking very bonita. We just wanted to get some functionality out of the way first before we move into further refinement.In further news, we are working on an intro cinematic for the start of the game. We have some really nice transitions and cameras set up with intricate story following it. I won't be showing the storyboard I made, nor will we be showing the cinematic. We want to save the actual game-content for you guys to experience!Until next time. Please keep an eye out for a social media page soon. Once we release our first demo at the end of the year, we'll be setting something up for people to follow us on!


Austin Lothman

Studio Director & Developer

With the next month of development on this project knocked out, it's time to look back at what we all did together and personally towards making this the best project it can be!In this month we got into the game engine to started constructing the level how they will look in the final game. This mostly means making sure scale and proportion are good.

Moving into full production:
The previous months of development we were fully in our pre-production phase and we wanted to know exactly what we're doing before we went in engine and got started with producing this game. We did a lot in that phase but with our timeline we needed to get into production. And now that we're actually in game, everything from pre-production makes so much more sense! Hopefully the vision of the project will start getting more and more clear from here on out.
Level 1 grayboxing:
In level 1, I've started the process of laying out the level design of our play space and seeing how everything feels for the players existing in this space as well.

Camera experimentation:
when setting up the camera that the player will be using I originally wanted to make my own camera system. But as I've gotten more into this era of design and creative arts (Which at this point I've just summed up as being a creative at this point) fasination, I've started placing those concepts into the experience of the camera!
The camera as a character:
I'd like to think of the camera as it's own character. In this case this character is something fast and light! So I'm thinking a fairy or something like that! But this "Character" will be something that exists in the world so that means the camera will have obsticle avoidance functionality. This hopefully will make the player feel like they're also mentally in the world as well!

Character movement mechanics:
Once I had the player moving around in the engine I started getting inspirations about player movement and how with a bigger map. I don't want the player to ever feel bored while traversing around the map, but I don't want the player to just hold the sprint button down for as long as you're moving. And that doesn't make the game more engaging, it just caters to people being impasient(Just my hypothesis). Instead I want to give the players what they want but imerse them as much possible while doing so.
Sprinting the hard way:
The player should have a pretty decent normal walking speed, one that is adjustable through player input but also through scripts. But in order to sprint they need to pull the trigger down but they'd have to pulse it or pump it to the increasing tempo of the animation and you'll pick up speed till a maximum. If you stop pumping the sprint trigger you'll "Coast" back down to your fairly decent "walking/jogging" speed. Hopefully this makes the player feel like Selix is big, weight-y, and has some serious mass to them.
First jump into cinematics:
This is the first project where I'm confident in my understanding of how camera's, cinematography concepts, and having good workflows! Finally, after years of wanting to make big games, I'm finally feeling like I'm apart of making something huge!
This is the best timeline!:
Working with the timeline editor in Unity has always seemed daunting to me but over the years I've been slowly building my understanding of it all and I finally have a project big enough to try to give it a serious shot at!
Directing a team:
Honestly this part is something that I feel I'm leaning towards being my favorite aspect of game developement so far! It's hard to come up with what direction the team needs to go in, what's the best decision for everyone to do the best work they can, how can I structure tasks and different aspects of the project best so that things go as smoothly and efficiently as possible.
I have the best team ever:
While directing a team on it's own is hard enough, working with a bad team is so much worse...And that's why I'm so happy I don't have to deal with any of those problems here! Everyone on this project is deeply passionate about making games and producing quality content!


Polarades

Environment Artist


Art and Design Team

This month I have been really getting into the nitty gritty, as gritty as the rocks and sand of levels 1 and 2.The Broader Picture:
For most of October, I was focused in on level one - solidifying its vibes, making each area unique or exciting. In the earlier half I was painting in broader strokes (although as you can see in this map, the strokes were actually quite small) while we figured out what exactly the layout of level one should be. Since we were getting into Unity proper, I wanted to make at least a rough layout of everything important in level. I would show all the map detailing I did. However, we don't want to hand out a map of the game with all locations.

The Less Broad Picture:
Preparing for modeling and getting an idea of the final look of area one is something I was very passionate about doing. Many setpieces weren't completely set in stone and I was hoping to make them a bit more solid by drawing them out. I set out to draw some of the areas which existed, in Unity, as clumps of probuilder squares. I really wanted these areas that the player could walk through in the build to feel more tangible.

Since I love worldbuilding, I want everything to match the world being made. I nitpick fantasy stuff a lot, especially absurd details that no one cares about... so when I'm considering our handmade assets and what each small part of this world looks like, I'm making sure that they at least mostly match the environment they were constructed in.


RebelWebb

Programmer & Worldbuilding Writer


Worldbuilding and Narrative Team

Hello, now that we have moved from ideations and making those details important, we have moved to the editor, to which I have been working in the Player and Enemy classes.Player:
I have been mainly working on the player class as of right now, with only dabbling a bit in the enemy class.
What I have done so far is translating the third person movement class to our own movement class so that we can edit it to fit our game better. It required moving the classes and variables we needed to the correct class as well as edit the inner workings of the methods to fit our own movement systemEnemy:
I have not looked much in this class yet, however we are planning of making a general class that fits all the enemies and make more specific classes to fit the different enemy types.
I will be working on the general enemy class, as well as the more specific classes of each enemy.
I will probably stay away from dealing to much with the roaming AI as it is out of my skill range at this moment.
Where we are heading:
Over the next few weeks, we will be working on the animation of the player and enemies while also fleshing out the rest of the first level.
Due to personal reasons, I was not able to work on this as much as I could, but I should have a lot more time this coming month to knock out the rest of tasks I will need to do.


Dork

Programmer & Worldbuilding Writer


Worldbuilding and Narrative Team

Hey, me again! It's been a busy but fun month, so let's talk about it!UI Assets:
Nothing finalized here yet unfortunately. There are basic Unity placeholder's in position for now to check for functionality, but I'm currently working on creating some assets that fit the aesthetic of the game. In a more hopeful note, I've got sketches made up for customized buttons and panels.
UI Manager:
I'll admit, I put most of my work here, simply cause I find working on UI fun. I've been coding up a manager script for the all the UI elements. This currently includes, a pause menu, options menu, and in-game UI elements, such as a health bar. Additionally, the UIManager also hold the visual, and audio settings. Fun little side note, navigating how to adjust different audio aspects with FMOD has been fun and a little challenging, shout out to the buses! I've been debating adding an 'edit controls' screens, but will decided after the main menu has been designed and set up!
Finalized Asset Lists:
This is more house-keeping than anything. It includes making a finalized list of all the assets that'll be needed for the different level. As we're focusing on level 1 & 2, there is a finalized list for those, which are currently being modeled and check off the list so the team can know what's missing.


JurassicBread

Music and Sound Effects Designer


Audio Design Team

This month has been primarily focused on sound design and foley work, an area I am not unfamiliar with, but am very much new in. It has been fun to learn the workings of FMOD and record footsteps and other foley sounds. Let's get into it!Foley:
Using a Zoom H4 Essential microphone, I recorded footsteps, jumps, and other surface-based SFX for sand and gravel. Throughout the coming month, I'll be recording additional sounds for grass, and working on impact and combat sounds.
Recording myself stomping around in a pit of sand and then importing that into our video game has been very fun!
Music:
Not a whole lot of new music has been made this month, but we now have a proper combat track with a mini-boss variation, and some of the demos have been cleaned up into a second draft.
FMOD:
The second half of this month has been mainly focused on getting all the audio into the game engine. For that, we've been using FMOD to automate and port our sounds into Unity. Within FMOD, I can designate loop and transition regions to get those lovely musical shifts from ambience to combat and vice versa. I can also set up parameters for all sorts of events and circumstances, including surfaces for randomized footstep sounds. By organizing the project into banks, our lovely developers have easy access to the audio effects directly from Unity itself.
What's Next?
This month, I'll begin with working on getting variations on the ambient theme for our demo area before I dive into enemy and combat SFX, highlight audio, and additional foley work.

Shadoraci

Community Manager & Asset Designer


Art and Design Team

Hello hello! We are DRASTICALLY late for our dev-blog last month but that just means we were hard at work! :DFirstly, let's get some community stuff out of the way..Community
We have a discord now! Please use this invite to join if you wish to follow development!
https://discord.gg/4pCjGpm3QuWe're still unsure on what exactly we want to do with this discord, but we have it ready to join! We have a few channels to talk in.We will also have a few social medias coming soon!
Playtest
We have our first playtest on our front page of this website! We're in contact with itch.io for a more-- mainstream way of getting the demo out to everyone, but for now we have to use google drive as it's a bit too large!
Please go ahead and play the playtest and fill out the feedback form! It'll help us figure out what to change!Asset Design
November was the refinement stage for Selix. So much was done with our silly guy!

I finished his rig, he has color! He is fully ready and playable in our demo. His walk animation was done by me! I am super proud of it but I absolutely want to work on it more to refine it.

One thing that I didn't realize until Selix was basically done, was that I did not account for making him... armpits. So his retopology probably needs to be redone in a future TLC to incorporate more animations! I'll be jumping onto that sometime next year.Level Design:
I also jumped into level design for a portion of this month. Most of the open area you see is done by me! I utilized our asset pack and designed the layout of the area.
Until next time from me!


Austin Lothman

Studio Director & Developer

Locked in
This month was so intensely focused on this project. I managed to get quite a bit done!
Fixing issues with the sprinting mechanic
Sprinting is a mechanic that I'm putting a lot of focus on being an interesting experience for the player because I want the player to be aware of the state of mind the player avatar is in. So it needs to feel good!
Reworked Player Movement
Player movement was not feeling the best from our internal testing and having the game out in the hands of some other people so I went in and players should feel like things are much better than they were before!
Early enemy AI
Introducing enemies was on of the most important task that was brought in this month. I mean literally there was no game before hand, but now there is a losing state! This was one of the first multi teammate task we worked on where I had to work with our other programmer to get this up and running. We're using a state machine that determines what state any of the enemies should be in, that way we have full control over what happens in each state!
Enemy animations
Along with making a state machine, each state has it's own animations! So when a Lokko is in their idle state they will play their idle animations, which we have two of right now, and transition into their curious state if you get too close to them!
Attack animations are what drive certain gameplay programming, for example, the bite attacks for the Lokko only trigger damage from frame 30-38. Only within those frames can they damage you. This also applies to the player and all future enemiesCombat
As I said, combat is done almost exclusively through the animations, that way we can focus on making animations look amazing, and not worry about having code trigger at the right time! So all combat for the player is handled through animations. Except for the ranged attacks (For now)
Combat is very basic right now, honestly because I was rushed to get it in the state that's it's in now. We're going to take a look back at it here soon to make sure each bite, scratch, and tail swipe feel as punchy as it possibly can!


Polarades

Environment Artist


Art and Design Team

This month I spent a lot of time on things for the opening cutscene! I was quite busy with projects, so most of my time on the game was spent on the cutscene.Modeling
I have begun to learn that I actually love painting the surfaces of models. I worked for a little bit on the model of the table in Selix’s cave, since that would be showing up in the opening. The model itself was an interesting experience, but painting it was just super fun all around, so I definitely want to do that some more.
Animating
I also worked on Selix’s animations in the opening cutscene for days. Those still aren’t polished, but they will be. I wanted to really expand on the animatic we have been using as a reference and to use Selix’s body language to tell his story… especially because his facial expressions are limited. I was really referencing the body language of other animals to give him the correct emotion as well as a bit of storytelling in the way he stops and thinks, or hesitates to do something.
When showing it to my friends (playtesters) in my house (to playtest), they actually said that he looked sad, even without him being able to fully express! Personally I am very proud of the later animations, as I really got a feel for it as I worked.


RebelWebb

Programmer & Worldbuilding Writer


Worldbuilding and Narrative Team

Hello, for this month, I have been working on the programming aspect of this project. To be more specific, the player aspects of the game.The Dove:
I made about 90% of the dove class, this pertains it’s connection to the player, as well as its general movement while following the player.
I made a temporary shooting mechanic that will be fleshed out very soon, so that it can actually deal damage to enemies.Props
I have been working and placing props around the world to make it seem a little more alive than it is right now
I am still in the process of placing these props, but I need to still have enough emptiness to feel like a desert.General
the big thing that I did that was not particular to anything is reviewing code made by our other programmer. He works on it everyday, so when I get on to work, I typically have a few things to review before I get on my actual work.
In conclusion, compared to everyone else, it feels like I am not doing much. I was not as productive as I hoped I was, and I hope this will change over the next few weeks. Anyway, I’m planning on smoothing out some stuff over this coming month. Anything that feels rough, I’ll try to look over it and see what I can do to make it feel more comfortable, unless I get put on a certain task.


Dork

Programmer & Worldbuilding Writer


Worldbuilding and Narrative Team

Hey y’all busy little month but I’ll keep it as sweet and short as possible.Modeling Assets
So I’ve been having some fun on this end! This month has consisted on me working on modeling of the assets for the opening cutscene. I’ll attach some pics of but know that these aren’t the final models, just some work in progress for y'all to see.
UI
Made some slight changes to our UIManager in include function for the newly added Main Menu! A big thanks to our team lead for troubleshooting problems I’ve been having to fixing it. The Main Menu is functional, though simple and will definitively be modified in the future, to both be more aesthetically pleasing and to maybe add more depth to it!
I feel like this a short one, y'all but I felt a lot more productive this month! Happy holidays y'all!


JurassicBread

Music and Sound Effects Designer


Audio Design Team

Hey all, it's been a busy month!Music
To add a bit of auditory variation to our first level, we decided we would need a bit of variation to our ambient theme for the desert. To achieve this, I composed a variant track for the side areas, intended to invoke a more subtle feel. It uses a harp and celeste on the main motive introduced in the main ambient theme, and I shifted some knobs on the equalizer to give a subtler feel on the synthetic pads.
I also prepared a brief piano track that I have been referring to as the "lore drop theme." It utilizes only the solo felt piano from the main theme and is intended to invoke a sense of intrigue.Foley and SFX
Not a lot of new material has been added, but plenty of edits have been made. The sand footsteps have been changed to match the softer consistency of the surface one might find in a desert, and the old sand footstep sound has been repurposed to serve as a sound effect for a coarser sandy surface. I also made a few small edits to the background ambience.
Biological SFX have been proving quite the challenge to find, as with limited resources, it is difficult to find a proper sound to fit our protagonist, Selix, and the dangerous Lokkos he faces within the expansive desert. This will be a focus of mine in the coming month.What's Next?
I need to make some fixes and edits in Unity, and highlight sounds have been shifted to a lower priority. We should have proper footsteps soon!

Shadoraci

Community Manager & Asset Designer


Art and Design Team

Hello!We will be combining our efforts from December - February into one big dev blog to update everyone with! It's been a bit crazy, lets get started.

Starting offWe appreciate everyone who participated, and endured, our playtest! We really needed to see how it landed even in it's mostly broken state. We will have a new and very improved playtest soon! Keep an eye out for that.Level Design
Mostly, my job has been spicing up the level. There's really not much to speak about in my opinion, only really a show-and-tell! And the best way to show the new level design is to give you a tour! So here's a video of the new and creatively-filled level one!

That's a wrap for me! I'll release more of what I work on at the beginning of next month!


Austin Lothman

Studio Director & Developer

This month I had been tackling the monster we've been creating which is our manager scripts. They were terribly tangled up and did not flow well at all previously and needed some work done on them.That little side quest would end up taking all of January and then some! But it's finally done and the game doesn't have any inexplicable errors/null references/or even warnings! (Proud coder moment :))Beyond just refactoring everything so it all plays nice, I have been introducing some new tools to the team for communication/critique/commenting on each others work that plays very nicely into our workflow! I haven't had an opportunity to see how the rest of the team likes it but from what I've played around with it'll be invaluable to keeping comments and content as closely related to each other as possible!I also recently was introduced to this amazing game dev concept called "Gyms, Zoos, and Museums" It's a form of in game documentation so the team doesn't have to go around figuring out some stats about the player in some document.
New Selix attacks!
On top of redoing a lot of the combat in the game we're getting refreshed animations for attacks to make it easier for the player to not get overwhelmed with enemies.


Polarades

Environment Artist


Art and Design Team

This month I focused on some of the smaller tasks that needed to be done and some of the other assets.First was the assets for Selix's room, where there were still a couple of grayboxed things in there that needed to be replaced. I made the model and texture for his rocky shelf to fit in there. While we originally wanted the shelf to be made of wood, I decided instead to make it out of rocks and a few sticks, because I feel like a fully wooden shelf didn't fir the same vibe as the table. I also adjusted the bed asset to fix some errors and give it a new texture.I also have been working in blender, both with fixing some parts of the animation and working on the dove model so that it can finally be animated!


RebelWebb

Programmer & Worldbuilding Writer


Worldbuilding and Narrative Team

Hello, this month I worked on a new mechanic as well as bug fixing. I also made some features for the play testing, in hopes to make the experience a bit more enjoyable.Reset button:
I made a reset button for the play tests.
We had many players get stuck during the demo, and having to ALT+F4 out of the game every time you get stuck was inconvenient.
The button needs to be held for a bit, to make sure it is an intentional click, and it will bring you to the start of the level. It does not reset anything but your position, however, that should be all you need in the case that you get stuck.
Occlusion culling:
I went and added some more Occlusion areas that we found out we needed after a few more play tests and trials.
Fall damage:
The game now has fall damage.
If you fall from a certain height, you will start taking damage based on how long you have been falling.
As of right now, the fall damage should be fair for the first level, however, there is not many places to fall in the first level. There is a high possibility I will revisit the fall damage as soon as we get to the second level.
That is most of what I have done this month. For the next few months, I will work on finishing up level one, as well as try to start making the Lokkos spawn hole.


Dork

Programmer & Worldbuilding Writer


Worldbuilding and Narrative Team

Hey y’all! Long time no see! Or at least it sure feels like it. I’ll be honest it really doesn’t feel like I’ve got a lot of visual work done, so I’ll talk about what I view as my proudest work this month.I’ve been working on modeling some set pieces assets, or if I don’t have the time help scout for them. In that note, the one I’ve completed is a meteor set piece, which I will admit I’m pretty proud of for doing the retopology on my own.Other than that, I’ve started a few other tasks to help, “polish level 1”, but don’t have much in the way of showing that at this moment. Anyways, I’ll quit rambling so thanks for reading!

Shadoraci

Community Manager & Asset Designer


Art and Design Team

Hey all!To get started, all of the animations are done!!!I had a blast with a lot of them. The sort of workflow going on was Ivy did all of the non-looping animations while I did all of the looping animations, with Polarades also refining them. I'm very proud of how they have all turned out.It was a struggle, we actually had to make edits to the rig mid-way through but thankfully, I did it in a way where it was not destructive to the animations we already did!After fully understanding my character, I have learned a lot. Selix was not really built for what we wanted to do with him, this is evident only after experimenting so it was inevitable! I absolutely know his constraints now to know what he's capable and incapable of doing. While the ultimate goal is for him to be able to do everything, Selix is my first character so he's bound to have some flaws. Nothing we can't solve though!While we got him as good as we can, Polarades and I believe that if he were completely redone (back to the drawing board), he would be way more capable. However, that's too much of a time investment and realistically, no one would notice the difference aside from us lolAdditionally, Selix's walk got turned into a trot. Walks for creatures are FAR too slow, so we're referencing many dinosaur/dragon games where they default the movement to a trot.- Added new bones to SelixTLCRig - for a more accurate controller to - Selix's legs
- Finalized Trot Animation
- Finalized Sprint Animation
- Finalized Jump Animation
- Finalized Landing Animation
I have also learned that I am very much a perfectionist with Animation just as much as I am with other art-forms lol. I hate how long it takes me to animate but in the end, I don't think my work looks ugly so it's a win-win!Next sprint, I'm going to be importing the new Selix with his new textures and animations. Before all of that though, I may give him teeth. I just really haven't been wanting to do that but I'm sure I have his old teeth somewhere that I can grab. Lol. Maybe I'll give him a tongue? that'd prob be weird. Part of me also wants to add little claws for him, we'll see!!!All related material is below.

That's a wrap for me! I'll release more of what I work on at the beginning of next month!


Austin Lothman

Studio Director & Developer

- Got hit reactions for the lokko based on which direction they get hit from to give feedback to the player of a successful hit.
- Completely redid the tower model.
- Tower is much more comfortable to walk around and just has more to it in general.
- Made a handful of models that can be used else where in the game which include
- - Sand buildup models
- - Flags and rope
- - Guard tower
- Enemy death animations
- Modeled some sandstone walls
- Fixed the footstep audio so it now play's again
- Added Lokkos to the intro animation based off notes during our syncsketch meeting
- Added more platforming sections to level 1
- Modeled a pressure plate target for the player to hit/aim for to practice ranged attacks and trigger events with
- Adjusted overall world lighting with baked global illumination to get better lighting in dark/shadowed areas
- Went around the map adjusting assets that weren't positioned properly
- Fixed issues with occlusion culling (I got rid of it completely, had no impact on performance surprisingly)
- Optimized the game to better achieve our mark of 60fps
- Complete and entire rework of the player
- Because I couldn't work with combat animations this sprint I reduced Selix back to their basic pill form to just focus on the code of combat. Combat will eventually go back to being animation based when those anims are finally in the game.
- Complete and total rework of the enemies
- Both work exactly the same as they did before.
- Broke up some of the level 1 props into their own objects so they can be placed individually.
I've been quite busy as you can see. But one of the biggest changes I made was to the player and the enemy. I was fighting with them so much that I decided that enough was enough and I scrapped all their code! It was just a shot in the dark but I wanted to see if I could redo them in a way that didn't make it a nightmare to work with. And surprisingly...I've got them up to 90% of what they were before already...


Polarades

Environment Artist


Art and Design Team

This sprint I have been working on the dove's rig and helping Tyler finish up and refine the last of the animations for Selix, as well as doing all of the texture painting for the dove and touch ups to Selix's texture painting.I made my first rig using inverse kinematics! I'll be using that for the dove's legs, but not the wings after some consideration - while I was able to get it to work for the wings, I decided that their motions were a bit to complex, what with all of the folding, that it would be easier for me to do the movements manually (and they would be mirrored most of the time anyway, so really only one wing would be getting animated)This was my first time truly getting to know the texture painting tools on Blender and learning how not to fight for my life. The smear tool was my friend, and it was really useful for making things look less pixelated. I also learned how to use the color palette and eyedropper tools, which were lifesavers. I think I've developed some good methods for making nice animal textures (and thanks to Genshin Impact which I have been playing and taking a real good look at how they have animals textured in that for reference) and I'm pretty happy with how the folding turned out on the dove's wing feathers which I was worried about. (realized upon making this last pose that I really need to fix the weight painting on the feet, oops)


RebelWebb

Programmer & Worldbuilding Writer


Worldbuilding and Narrative Team

This past few weeks, I have been working on a spawn point for the enemies. It is working and the enemies are spawning when the correct variable is marked true, a few enemies are spawned in. I have a few issues right now though, with linking the enemies to the managers and have them actually act correctly. So I will be trying to fix the issues for the next few days.To link the enemies to the enemy manager, I also need the enemies to work, so I will see if I need to work on that to make the spawning work. I also will need a way to access specifically one spawn point, so that not too many enemies are spawned in at once.


Dork

Programmer & Worldbuilding Writer


Worldbuilding and Narrative Team

I've been working on some modeling for the village buildings, hoping to have them done by our next meeting. Enjoy the pics!

Shadoraci

Community Manager & Asset Designer


Art and Design Team

Hello hello!We have a lot to discuss here! First things first, our scope has drastically narrowed. We were ambitious at first and full of energy; Now, we have life, graduation, jobs, and more just blocking from our everyday production of Wayward Stray.So ultimately, we had to cut back. We are cancelling the initial release of Levels 2, 3, and 4. We had already cut back 3 and 4, but 2 needs to be cut as well to make it to our May 2026 deadline.It is further unlikely that Steam will be our platform. However amazing it would've been, we would have needed to be done today! As of now, we're far from that.The game direction has not changed. We are holding strong to our original proposal. You can expect a playable version of our game early May which may be released via Itch.io. However, the size of our game is quite up there and Itch does not appreciate our game being over 1GB. As we try to resolve that, a google drive link may be our only saving grace.Aside from that, here is what entailed some of my week:- Created Selix Idle Animation
- Created Animator Controller
- Adjusted Selix Jump Animation
- Adjusted Structure of Blender Project
- Cleaned Blender Project to be more finalized
- Imported Selix TLC w/ Animations
I purposefully made Selix's eyes very detatched from him because I think I want to make an eye rig for him. I think.. I have tested that adding on bones doesn't break anything, so I may go back and add an eye controller. To see him looking around will be pretty cool!I also forgot the teeth again, I need to do that alongside Austin's instructions for the animations. So that'll probably be most of what I do this week


Austin Lothman

Studio Director & Developer

Now that I’ve simplified the attack system we can start to really see the combat start to take place. I got attacks working so that the player can kill enemies with both a mouth attack and a tail attack which are our light and heavy attack. Once the animations are in and respond to the code logic we should see all attacks landing in front of where the player is facing.Player also takes hits and will eventually not respond to input because they are dead. There isn’t any visual representation of that yet though.


Polarades

Environment Artist


Art and Design Team

I have been finishing the texture paint on the town buildings and also working on the tower's coloring. I'm pretty happy with the buildings, I think the windowsills and some of the bricks especially achieve a nice 3D effect.Because of the amount of repetition and the number of bricks I've had to draw, I've started using custom brushes in blender and also doing some of the painting within clip studio. Though I wasn't able to work on the tower itself other than planning out the color and layout, I decided to get ahead of that by making a repeating texture - Not sure right now if I'll use it in blender or csp, but it should make things a lot easier regardless.


RebelWebb

Programmer & Worldbuilding Writer


Worldbuilding and Narrative Team

I have been working on the spawning system for the enemy, specifically for spawning from dens to attack the player once the arrive at a certain area. I have been getting a lot of issues and a lot of trials for this. I was able to make it work to a certain degree on my computer, however it seems to have issues on other’s. I will have to try to figure out what is inconsistent with my computer compared to my team. My goal for these coming weeks is figuring out why it does not work for everyone else.


Dork

Programmer & Worldbuilding Writer


Worldbuilding and Narrative Team

So the meteor is fully in, textured and in the scene(pic attached), and the building textures are done(A HUGE THANKS TO POLARADES FOR DOING THEM, THEY LOOK FAB!), but I'll let her show the pictures. My next goal is to shift to programming for a sec, and I'm beginning work on making sure the health items function as necessary, thanks for reading!