Mini Preview


Mini Preview

We’ve been playing around with art styles and found something we all like. Here’s a little preview!


Updates! 2/25/14


Another update, another bunch of work done! A little less exciting than previous updates (for good reason!) we’ve been focusing on tweaking existing systems and getting things ready for other people to see. There have been a couple hiccups in the last few days but otherwise everything’s been smooth sailing. For the sake of transparency, here’s the good, bad, and the ugly:



  • We’ve refactored the player, item, inventory, and Sloth AI code to the structure we want in the final versions of the game
  • We’ve implemented a lot of new art that has received many positive responses
  • We’re one element from being code complete!


  • We’ve had to restructure creation of art assets, which as included bringing on a new team member. From this point on Justin Yang will remain Creative Direction, Chris Germano will head creation of 2D assets, and Peyton Gee will be creating background landscapes to be used in our background parallax system.
  • Part of refactoring the player code resulted in less than preferable player control. Unfortunately this was immediately before our playtesting, but we are actively working to improve player control before the next playtesting session.
  • Because of the way we generate levels they do not work with Unity Web Player. This is not a priority for us and we do not plan to immediately rewrite how our game works for online previews. Because of this we won’t be posting as many interactive demos here. In return we’ll be posting screenshots and videos down the line.


These are only our recent events, and as usual here’s our weekly plan:



  • Create the level system for The Hub with basic level design
  • Continue creating level art for new levels and improve existing level art
  • Help Zach finalize player movement feel
  • Create core item assets, mainly the grapple and blowtorch


  • Create a preliminary NPC system (basic interaction, animations, etc)
  • Create an inventory visualization system
  • Have pickups pop up from bosses when rewarded


  • Create animations for Greed and Gluttony
  • Finalize textures for Greed and Gluttony


  • Fix the player movement feel
  • Finalize the code room and scene managers
  • Develop a life stealing weapon
  • Conceptualize the system behind grappling on a moving object


We’re looking forward to the coming week, being spring break we should have a ton of time to get new work done! Stay tuned.

Updates! 2/21/14


We’ve been working hard (or hardly working, I always get those confused) and have a bunch of stuff done that we can’t really show you guys… yet. That’s because it’s all code! We’ve developed a bunch of great systems that handle our inventory, player interactions, doors, scene transferring, etc. For now, here’s what we want to get done by Monday:



  • Rework and finalize background parallax code
  • Come up with art concepts, reach out to interested artists
  • Prototype different room sizes


  • Create cleaned/streamlined staging demo branch
  • Finalize item/inventory code (with Duncan)
  • Implement fancy AI system for Sloth (or Duncan)


  • Texture Greed/Gluttony


  • Implement fancy AI system for Sloth (or Zach)
  • Finalize item/inventory code (with Zach)

Early Game Demo!


Here’s a quick early game demo we’ve thrown together for our weekly standup. Just some notes before you check it out:

  • Our background rendering system isn’t compatible with the web player version of our game (works within Unity or in a PC/Mac/Linux standalone build). However we’re rewriting this code as a preexisting goal for the week, so nothing to worry about!
  • This is the second to last version of grappling. Any bugs in this version have been fixed in the most recent version.
  • Sloth AI is disabled for testing/presentation purposes.
  • Sword swinging is temporarily “e” instead of right click due to unwanted webplayer behavior.


The demo!

All Hands – Zach


I’m feeling under the weather and don’t think I’ll make it to tomorrow’s all hands tomorrow morning so here is a quick recap of what I’ve worked on.

Grapple – Feature Complete! There are a few bugs left to swash but for the most part it’s done!

Scene Manager / Inventory – I worked on setting up some of the architecture of the game all of which is documented in the Architecture Document

Code Review – Reviewing and strengthening code that Duncan and Chris have been adding to the demo getting closer for a staging build.


Staging – Get the current demo ready for staging cleaning up, documenting, and Unit testing!

-Zach, Lead Engineer

Getting the Swing of it 2!


Earlier we talked about our initial swing tech demo, here, back when we were still using Unity 2D. From that point we moved from 2D to 3D and played with the different techniques for swing.

Here is the direct port from 2D to 3D. In this demo we are mainly focusing on the player’s controls, you will probably will be able to tell that swing doesn’t work at all. It’s using a Configurable Joint, in hopes that in passing it to Chris for polish he would be able to get it to feel right.


Next in this demo Chris flushed out the tech demo bring the mechanic closer to feature complete. Adding a reeling move and break forces. He also tried to create the swing without a Joint, the feel of the swing is closer to what we wanted but still not there yet.


After getting annoyed with how long the Grapple was taking us to get right. I decided to jam on the Grapple Mechanic all weekend. In the end I was able to get the swing to feel right with a HingeJoint and I documented how I was able to achieve that here.


Finally, after a bit more polish the Grapple Mechanic is feature complete!


There are a few bugs but the Grapple Mechanic is ready to go for playtesting!

– Zach Lead Engineer


Updates! 2/14/14


It’s been an exciting week! Yesterday we met with our awesome audio team from Berkee and did more formal introductions, worked out our meeting times, coordinated tasks, and listened to some pretty awesome tracks they threw together in anticipation Wednesday night. I think I speak for all of us when I say working with them is going to be a very exciting and rewarding process.


As far as our weekly goals go, here’s where we stand for Monday:



  • Familiarized with Zach’s SceneManager and implemented it with a preloader
  • Creating introductory levels, in progress (Estimated completion late Saturday)


  • Creating equippable/customizable items, in progress (Estimated completion Sunday)


  • Modeling, rigging, and animating our next two bosses (Estimated completion Sunday)
  • Redesigning the player (Estimated completion Monday)
  • Level art (Estimated completion Monday)


  • Item/Inventory system (Estimated completion late Saturday)
  • Sloth AI with mecanim implementation (Estimated completion Sunday)
  • Finalize values in grappling system (Completed)


So we’re all right on track! After a slightly slower last week we’ve run into this one all guns blazing and are looking forward to showing off our progress to the class (and our faithful devblog followers) next week.