Devlog 5


Another week of production! 


Our UI artist worked on designing the UI of our game. You can see the last phase of the design process below: now left is to decide which colour scheme will work best in our game. 

UI Start screen

The last phase of designing the look of the UI - we opted for a simple but clear screen display. Now left is to decide which colour scheme will fit our game best.

This is one of the panel backgrounds that will be used in the far back of the game, to add more feeling of depth. It uses the parallax effect to add to this feeling. During the polish phase, it will be polished more, depending on how much it will need detailing. This we will test out when imported the 3d assets at the mid of our game. 

A test has been done on the mage's blockout model in Mixamo to test the models for animation. The rigging system seems to work well for the mage so far, just needs some tweaks. The animation itself reads well too.


The high and lowpoly models for the mage are also almost finished. The lowpoly model needs a higher polygon density in some areas (see the bake test). 


After a quick and dirty unwrap, we could test how the high poly model bakes on the low poly model. After increasing the polycount in some areas (for example the fur on the scarf) and having a cleaner unwrap, the bake should work well.


So, what about gameplay mechanics?

During the past week, we have worked on implementing the core feature of our final game. The movement behaviour and player input, as well as the camera layout, and also some enemy basics.


One of our core features will be the player character's switch ability. We have taken some steps to create nice behaviour for the standby character because they are just as important.

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