Devlog 3: Production sprint 1, week 1


Welcome back Bouncers!

This week marks the start of the first production sprint! For this project we are going to have 3 sprints: 2 production sprints, and 1 last sprint to polish everything. At the start of this week the entire team wrote down all the tasks that need to be done to finish this game. We then planned in 30h of work per person for the sprint, so 150h in total. The programmers are working on getting the split screen right and on implementing the basic abilities. The artists started  with creating the characters, interactive elements (bouncing object and spikes) and the foliage. We have several screenshots this week, so keep reading to see some examples!

Let's start off with a big reveal right away: below is the sculpt for our first character, Bo!


 Bo is the big buffoon who will yeet our smaller character to start the level. This is the sculpt in zBrush and this model is currently being retopo'd in Maya.

We’ve also made progress in terms of environment. First, we can show this work-in-progress “trampoline” mushroom players can use to bounce around the level:


This model was made in Maya and is being textured in Substance Painter. 

Second, we figured out a way to make our foliage to decorate the level. For the foliage we are going to make high poly models in Maya or zBrush and then bake them down on a flat plane using Substance Designer. In Maya we can then shape the planes again in the form of folaige.

This rock was made during the prototype phase to test texturing in Substance Painter, but the foliage was quickly done this week to test this new workflow.

And here is a video of the split screen we'll most likely be using. When players are close to eachother there is only one camera, but when they are further apart the screen splits!

That was it for this week, join us next week for more!

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