Bottle Man Update 3/22


This is a general post to update on the progress of Bottleman as of 3/22. Many changes have been made since  2/22, as there have been a pair of two week sprints in total. 

Programming: 

On the programming side of things Bottlemans movement and active ragdoll has become more functional in this build. Players will find that the movement feels fluid and the ragdoll works most of the time. This is a large part of the game and still needs tweaking to be where we want it. There is a full traffic system with cars that stop and turn within the city. The generic NPC's in the game are pathing along nodes and can be hit into a ragdoll. (They will get back up in a later build.)

 The only mission in the game is functional with almost all of the necessary animations, a full set of dialogue, UI, and a Cinemachine camera system to go along with it. Cinemachine is something that will be utilized in many aspects of the game including cutscenes. 

3D Art:

Our artists have been creating plenty of 3D environmental art, props, and the necessary NPC's that you will find in the game. We narrowed our focus on props to make the space feel lively all while making generic buildings, and point of interest buildings that players will want to go up to and check out. As far as characters we were able to make 2 new main NPC characters  and a few animations to go with them as well. The generic NPC's have gotten a few different textures and have different hairstyles and accessories that attach to give variety. 

2D Art: 

The most important 2D piece of this sprint was the new skybox in the game that really ties the feel of Bottleburg together. Alongside this we have 2D images on planes that can be placed along the ground. These include puddles and oil slicks. We will have more of these including cracks, potholes, and graffiti. 

Visuals:

There have also been some tweaks to the visual aspect of the game. We plan on using shader to achieve a unique look in the game. We are still working on finding the shader that fits the game the best. Post processing is also being utilized. 

Level Design:

Many changes to the level were made including a fully greyboxed portion of the map to get an idea of where the players will find the main missions in the game (Red Boxes) along with some of the POI buildings (Blue boxes). We have settled on two main streets with 4 lanes running horizontally through the city and two side streets jutting vertically.  We think this is a good size to work with and hope we can design the level to allow players to reach every area in some form or another while also allowing for free roam. Towards the end of the sprint more detailing was done in the scene and the space truly feels livelier with the traffic flow and generic NPCs moving about. 

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