6th Devlog: First Week of Sprint 2



The artist and the programmers worked together on finding a purpose and design for the players HUD. Based on the planning we already made for the UI and HUD. We started working a little towards that idea. We wanted the player to have a sense of their momentum when playing. This will provide the player with a more satisfactory experience and push the player. Designing the HUD came down to the style of the game itself. We came up with a more simplistic out line in the style of rundown mechanics such as a gauge or meter. 

How to create fast constructable assets for buildings?

The rooftops and buildings are a very big part of our game. So we needed to find a logical way to be able to create large scale structures while keeping these rules in mind:

  • Create believable shape language and texturing.
  • Easy to use strategy for creating the structures.
  • Creative ways to save time.
  • Functionality when planning the architecture.
  • Making the scene cohesive.

One of the most important aspects when creating a building for the scene is the atmosphere and functionality. 

Does this structure fit in the scene? And, How does this structure assist the player?




So last week we made it so the mist shoots projectiles at you. This week we made some particle affects that we attach to the projectile (right image) When the projectile hits something it will spawn another particle system (left image), that will slow you down when u run through it.



We changed the lighting in one scene and added spot lights on assets to make sure it is not too dark and unreadable before we add them to the main scene. Most of the spot lights have an orange hue right now but our scene will have a blueish tint in the end. We also added more fully textured assets and fixed some previous textures.


Get Escape the Fog

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