OCTOBER DEVLOG - A SPOOKY UPDATE
Welcome back! This months devlog is a bit shorter and instead of having a theme as last month's, this will be a short summary of all the things we have been working on over this month.
If there are any new people tuning in, this is our second monthly Devlog for Project Ripley. In last months update we presented our game concept in more detail and showcased some pre-art, our Main character Kie as well as some short music teasers for the project. If you haven’t read it you can find it further down on our tumblr or by pressing the link below which will take you straight to it. https://imperialpeachstudios.tumblr.com/post/178598332054/september-devlog-the-beginning-of-the-journey
Kate and Jenny back with the art update. For october our mission was to finishing all the pre-art animation for both the main character and the enemy. The animations we have created for the main character pre-art ranges from dying, dashing to sneaking and attacking with different kinds of weapons. While working on the pre-art we have tried to figure out how to best animate the attack and aiming animation when holding a firearm. For the moment we’re testing to rotate the arms and weapons separately from the body however it will need a lot of work before we’re happy with it.
We also started with the HUD (Heads Up Display) and GUI (Graphical User Interface). Another thing we worked on was the inventory space in addition to first draft of the items such as weapons, food and medical aid etc.
For November the plan is to start working on environment and hopefully we’ll have something fun to show you all in the next devlog!
Hello! Christos here and for the programming this month, I have mostly implemented some new animations like the sneak animation:
and also changed the old UI with some new fresh UI (User Interface) for our game for both the health bar and the inventory space.
We also added some new UI weapon Icons
That's it for programming this devlog. Next up is Simon with the sound and music.
Since the last devlog I have mostly been working on mixing and mastering some of the existing tracks, as well as researching different soundtracks to come up with inspiration for the rest of the music. A big part of this research have been trying to figure out how to make different kinds of synth patches and also learning about some classic synthesis and FM synthesis.
I have also been working on a list of what sfx (sound effects) are needed in the game. So when it comes to recording it will be way easier, Because then I don’t have to think in what priority the sfx should be recorded in.
Bubye, Simon.
This wrap up our Octobers devlog, thanks for reading and we wish you all a very spoooooky Halloween!!!














