Week 10 Recap!


Heya Crows!

I'm Emily, the design lead behind Crow Get It. I am pleased to let you all know that we've made marvelous progress! Here's what we've all been doing in the past week.

Jacinta has been working on compiling the...

- Logo artwork of the game title with three variants; one in black with no white outline, followed by the reverse and then the classic with black fill and white outline.

- Dev team introduction page where you lovely Crows can get to know us better!

- A0 Posters varients; both with and without the title.

- Jacinta and I worked on creating a graphics package for our press kit that you, the community, could use. Her half of the package focussed on the presentation of NPCs (used for stickers) and quest items illustrations. This came to a total of 15 images.

Zac has been diligently working on...

- The player movement system, more specifically the controls of the camera. With this new system, the camera would be able to rotate around the player model. As a result of this change, the camera can no longer go beyond the terrain's mesh or through environmental prop models. Instead, it'll collide with these meshes and move around the objects rather than through them.

- Creating three screenshots for the press kit; One of the pathway from spawn to Mush, the second amongst the mushroom parkour of Raph's cave and lastly the pathway to the Scarecrow's barn.

Shiona has been working on...

- Editing the Crow Get It tutorial video that explores the tutorial quest with Mush the raccoon as well as the controls to play the game.

Whereas I've been focussed on implementing bug fixes like:

 - Resolving issue #28 - Adding a range constraint to the raycast script which triggers the "Enter to interact" text to appear on screen. Previously there was no ranged constraint so hypothetically, in the case of Bubbles, the text would appear when the player stands on a nearby shore. The player wouldn't be in range to initiate dialogue with Bubbles but the "Enter to interact" text would still appear, thus misleading the player.

- Resolving issue #12 - Adding a large collider beneath Bubbles' river so that in the rare chance that the player falls through the water - past the teleport script - then the player stands on the collider. Thus provides the teleport script with a greater chance of teleporting the player to the shore.

- I worked with Jacinta in creating a graphics package for our press kit that you, the community, could use. My half of the package was focussed on the presentation of NPCs, quest items, dwellings and environmental props models. This came to a total of 23 images.

Get Crow Get It

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