Devlog 4: Production Sprint 1


Hello everyone!

Welcome to the fourth devlog of Corporate Chaos.

We have some more progress to show you guys both on the tech side and on the art side.

We had the pleasure of creating the initial version of the character, as well as designing a selection of environmental props to enhance the office and meeting room spaces. Additionally, we carefully curated a color palette that perfectly complemented these areas.

The Artbible was also updated to reflect the new changes made in the art for each seperate room.



Character

We worked on making the final version for the character. We added the clothing and outlines and tested it out with a shader in Unity to see if it looked nice. We are quite pleased with the result.


Environment

We worked on a first iteration of the level with multiple rooms to race trough. We have:

The office area, with desks and people to avoid.

The meeting room, where you can ride over the table.

Some tangly corridors.

A cafeteria area, which you can go through quickly by using the conveyor belt.

Kitchen, with slurps coming from the top that you need to avoid.

Chill area, with slides, bouncing balls etc.

Gym, through which you can speed through on treadmills.


We also made a bunch of assets this week:


UI

We worked on making a simple design for the pushing bar and trying it on the game view to see if it works. We are still experimenting with the placement of it to make it readable and also not obstruct too much of the view. For now the placement is next to the player so the attention will also be on the character and the environment rather than having to look somewhere else. We also designed a multiplier that shows what level of pushing you are at.


RFX

We worked on some of the rfx aswell and tried to make a first iteration. 



Technical

We started our first production sprint so the focus was on creating a fresh project and applying the knowledge we gained during the prototyping weeks. 

The game is now playable (to some degree), multiple players can race around the blockout level, pick up items and use them to win the game. Still a lot of fixes needed to be done and small changes were made to both the player input and the way the player moves around the level. The prefab system we used in the prototyping phase wasn’t usable anymore since it didn’t work for multiple players. Now each player has their own camera which spawns in with them when the join button gets pressed. 

The main focus this week was on creating the player movement, the working of some of the items and multiplayer functionality.



That's it for most of our progress this week. We hope to see you again next week!

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