Summerford Dev Blog: Day 5

Summerford Dev Blog: Day 5

We’ve had a few dentist and car-breaking down related delays this week, but despite this, we’ve made some progress.

We’ve started to build out our internal house scene for the prototype. It’s just two rooms: a Kitchen and a dining area. Really, it’s one large open plan room with two camera angles.

It’s a little dark as we haven’t added any proper lights yet.

We’re using placeholder wallpaper, tiles and a nice butterfly picture from the asset store. However, our original assets – the fridge, cabinets and that beam you can just see at the top – are starting to take over.

We’re going for a PSX era ‘pre-rendered’ style of graphics. Hopefully, that’s already starting to come across.

Meanwhile, we’ve been working on some of the stuff that we didn’t have a clue how to get working a few days ago: animations and combat. As you can see from the clips below, we’ve got both to a place where we’re starting to see how things might play out and where we need to learn more.

We’ve not hit any roadblocks yet! This is good considering we’re absolutely learning as we go when it comes to most of the programming. We’ve also managed to avoid using any asset store code or plugins on this side of things yet.

This is blockhead. He’s obviously only a placeholder, but we think he’s still pretty creepy.

Not that using the asset store is bad of course, but when we’re learning some of the basics, we think it’s probably better to work it out yourself first and build things up. Part of our objectives for the prototype is to find our limits, after all.

A lot of the asset store stuff we’ve seen is also very complex and often seems to take as much time learning as it takes us to add more simpler versions ourselves. At least when we’re talking about relatively simple things like this.

Blockhead did not stand a chance. Potentially because he can’t hurt or see us right now.

So our gun is a cube and our bullets are little waffle dudes, but it’s a start.

Luckily, classic survival horror combat is rarely detailed and nuanced, so perhaps we can avoid some of the more tricky work that third person action-adventure games face when it comes to combat, like dodge rolls, parries, etc.

We’ve also done some work on text (writing it on to the screen, that is) and “notes”, in the style of the classic Resi / Silent Hill style written ones you find littered around. More on those next time though!

Rob


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