May 11, 2021

Artist Shout Outs

As we reflect on our game dev process throughout the semester we would like to do a few quick shoutouts to the artists who helped make our game possible.
First and foremost, our very own dev team member and resident artist, VIA, who created ALL the 3D assets pictured here for our game. She also drew all of the UI elements from the buttons to inventory items. Every time we turned around we were asking her for another asset and she always said, "Sure! I can do that!"
We'd also like to thank Jupiter F. Stone for lending us her voice on such short notice to use for Pendra, the centipede. She did an AWESOME job!
Next up, Ross Turner for letting us use his scarab and backpack models as well as all of the wall and floor textures.
Last but certainly not least, Mike Matrasko and Maverick Maeda for making the awesome music you hear in our game.
May 5, 2021

Final Presentations!

Today we presented our final game for our class! This last week was filled with many late nights of dev work to make sure everything was running smoothly for our presentation. Shout out to our friends and family for helping to play test it over the weekend and give us that crucial last minute feedback to take our game to the next level. It was really great to see all of our hard work throughout the semester come together in our final product.
April 28, 2021

Crunch Time

During today's workday, our team was able to narrow our duties down to specific smaller tasks as our project starts to wrap up. Final mechanics are being coded in by Katrina and Kameron and Via will work on decorating the map along with finishing up UI art. After getting feedback from our professor, we are also working on incorporating voices for our main monster and maybe our player which we'll be able to record ourselves using our own voice actors. Since we want time to work out bugs, the plan is to finish all our tasks this weekend so we can work out bugs until the next class. So far our independent work days have been really great for getting a lot done at once and communicating.
April 21, 2021

Sneak Peek

Here is a quick sneak peek of part of our game. With only two weeks left of development time, our team has started to buckle down and make some decisions about what we will be able to complete in the remaining time. Most of our main game mechanics are now complete, so we are working on really fleshing out the game play. We are also starting to focus on lighting and sound, replacing the generic directional light with lights from light fixtures and candles.
We got some great feedback and ideas about how to up the "creepiness" factor from our professor and are going to try and squeeze those in along with everything else. "More bugs!" he says... so MORE BUGS IT IS!
April 14, 2021

Everything Coming Together

As Via started finishing her graphics models along with their animations, the Dev team had a lot to work with in terms of setting up the levels. Seen on left is the Centipede in the Game Environment along with its Animation Controller. The past week we continued to finish up these "mini-boss" levels and now we're starting to get a feel for the flow and atmosphere of the game
We also just finished our mid-way progress presentation. At the end we got some fresh feedback about some of our visuals and gameplay, and we are taking it all into consideration for future development. Our team also got hit with a reality check: We only have 3 more weeks of Dev time! I have faith that our team will be able to pull off a great game.
April 1, 2021

Animation Time!

On the animation side of the team, progress was made in finishing the modeling and animations of the bug characters. Each bug was modeled, rigged, and textured in Maya and imported into Unity. They also have loopable idle, walking, and attack keyframe animations for the programmers to use. Other assets including a flyswatter and honey bomb were also made and the other's are in progress. Along with 3D assets, a few 2D sprite assets are also to be made and used for our game's UI.
March 23, 2021

Buggy Behavior

Now that we have an environment, we've begun to code the movement for both the player as well as the various bugs in the game. The picture on the left shows an early rough prototype of the swarming and surrounding bug behavior we are implementing for some of the smaller bugs in the game. We also started implementing player movement, player controls for throwing items and the item inventory.
Most of the main models are complete and Visual Development continues with rigging the larger bugs.
March 17, 2021

The Game is On!

Over Spring Break, Team Haupia Horror continued to work hard on our game. Katrina worked on further developing the main scene (picture left). This will help us grasp the feel for the game as well as - quite literally - set the stage for further development. Kameron worked on development of Ai for the bugs in the game. This process should hopefully get us into the specifics of game mechanics so we can flush out all we need to. Via continues to work on developing our visual assets, as well as finalizing textures and materials for existing assets.
March 9, 2021

Visual Development

This past week our team decided to narrow down our idea and work on refining one level (Bug Floor). It was also the week to start visual development through reference collection and creature designing in which one solidified design was modeled, textured, and rigged in Maya. This gave us a better understanding of the time it takes for a character asset to be fleshed out in order to determine how many more we'd like to add. For the next few days vis dev will continue with completing designs for at least one more bug monster and environment design.
February 22, 2021

First Team Meeting

We had our first team meeting to brainstorm game ideas. We came up with a lot of cool ideas for art style, game play, concept, and more. We settled on a horror theme and a 3D world. We are keeping an open mind about everything else so we can keep brainstorming throughout the week.