Week 7 General Update
Welcome back everyone yet again to our weekly update! This week I, Taj, have been working on getting our main menu and HUD elements rendered out and ready for use ingame. The assets follow the decimated lowpoly style of the game, giving players both a quick visual representation of their stats and also the more indepth numbers shown in vacuum tube digits for a more specific read out. The main menu utilises a sort of cleanly bolted glass button style to match with our advanced lab that the game takes place in, with the text on said buttons glowing when moused over to indicate the selection. Over the next week I plan to continue to develop the last remaining UI elements and put the menu and HUD layout together to give the game a more polished feel.
Hey everyone!! So I've finished the enemy ai....for the stationary turret. Unfortunately I've had some issues with the moving turret that I'm still trying to figure out, so hopefully for the next blog post I'll have that finished. I'm in the process of adding the finishing touches to the first level, so that should be done by the end of the week. The game is progressing nicely, and with us on our break weeks now we should be able to get a lot done!!! - Ronan
Melissa here, I’ve been mostly working on models for the steampunk and alien planet themed levels of Mobility. These themes are more ornate and don’t have many real life counterparts to follow like most of my previous models have so it’s been a fun challenge to design theme so far. There’s a few renditions of these models because it’s been trial and error on getting these models to match aesthetically since they’re not based on real things for the most part.
I’ve also made some more universal models that will be seen through out the whole game. This includes slime models and a turret that will be hazards that slow the player down. Creating slime that looked squishy and viscous took a while to get right without racking up a high poly count. Floating screens have also been made now that will be used as tutorials to help guide the player through new obstacles as they learn the mechanics.
Hello, test lead here. I have been working on some logo designs these days, and we finally chosen a design that everyone’s agreed upon. I will be colouring the logo and taking the design to a further step. While also, I have done some symbols for the game's instructions but will do more if needed in the future. Also, during the 2 weeks break, I will finish the rest of my Toy Room assets. Finally, we will have another playtest coming up in week 10, so stay tuned!
Hi all, Kelly here! The design for the final level is finally complete! The layout is... a little intimidating if I'm being entirely honest because of the difficulty and overall length of it, but I guess that's what a final level is for. I reused a few elements as a call back to each themed level, as this final one will have assets from all four of the aesthetics. I also tried to incorporate some new ideas and as many ways to utilise all of the game's mechanics, hopefully without it being too overwhelming. It probably needs a few tweaks from Ronan when he puts it together but I'm still really impressed with it and I'm excited to see how it turns out in the end.
We will see you all next week with a deep dive into yet another deep dive on development!
Get Mobility
Mobility
Status | In development |
Author | Ugly Mirror Entertainment |
Genre | Platformer, Shooter |
Tags | 3D Platformer, Fast-Paced, Runner, Speedrun |
More posts
- Perth Games Festival PostmortemNov 27, 2022
- Perth Games FestivalNov 07, 2022
- Social MediaNov 02, 2022
- Final PolishNov 02, 2022
- Art and Consistent DesignOct 18, 2022
- Play Test Deep DiveOct 12, 2022
- Week 9 General UpdateOct 01, 2022
- UI Design Deep DiveOct 01, 2022
- Level Design Deep DiveSep 11, 2022
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