Well.. the first Sprint of Nubarron finished, and we're eager to let you know about our progress so far. So let's start!
The team grows
We want to finish Nubarron in a couple of months, and since some of us are part-time, we started working with some new talented people that will help us speed things up.
Federico Segovia a long-time collaborator is joining us to lead the game design and concept for the game.
Camilo Etcheverry Ríos who started helping us with concept art a while ago, is now working full time on concept and game art.
Gonzalo Sellanes who also started helping us a while ago, is taking care of all the animations.
Ignacio Rud is going to assist on game and level design.
Milhouse Palacios is also joining as a Scrum Master and Coach in order to help the team succeed using Scrum.
With these incredible additions, the team now has a total of 10 people working on the game, all talented and amazing folks to work with!
Game and Level Design
One thing we discussed during the early planning stages was the need for a modern level editor. Even if we're using Unity, its level editing tools for 2D game development are far behind the state of the art.
That's why we decided to give Ferr 2d terrain tool a try.
So far we've been using it to define the level layout and that's working really good. We're really happy with the result for our prototyping stage. We'll see how powerful it is when we actually have to include the final assets in it.
Federico and Ignacio had a few brainstorming sessions to define all the mechanics, obstacles, hazards and enemies that the game will have. They created a detailed list with the parameters that each of them have to make it easier to program them.
They've worked on a few texts describing the different parts of the world we'll implement for the game, with visual references and all.
They also started working on the prototype for the first important level (we're pushing the introduction and tutorial to the end), which is about 33% finished and the design concept for the whole level.
With the new full-time members our dear Juan is not alone anymore.
The art folks managed to get a LOT done this sprint:
- Concept art for the Forest environment.
- Concept art for the Water environment.
- Concept art for different platforms on different environments.
- Prototyped all of Gnome's animations.
- An animated concept art with lighting ideas.
Want to see some of it? Check this out:
Remember this is just concept art and not game screenshots.
In the programming side we've been pretty busy. We started working on all the mechanics with some code we already had, but half-way through the sprint a lot of issues were arising from using Unity's physics engine. The system was starting to get too complex and changes in one side created bugs all over the place. So we decided to throw everything away and start from scratch using Test Driven Development, in order to implement base platformer physics and have everything automatically tested. We're using Unity's Test Tools, with some custom Assert components. Since we're using ICode for the state machines, and InControl for controller input we had to create a couple of tools to aid us with testing, that includes an Input Simulator, where you can add a list of input states associated to frames and they run sequentially, this turned out to be a great way to create Integration Tests for all of our code.
We're happy to share our Input Simulator with anyone interested in doing TDD with InControl. We're probably releasing it some time in the future when we get enough time to write proper documentation and tutorial videos.
We've also implemented all the prototyped animations tied to character actions, and Gnome's is looking better than ever.
We also managed to get some environment stuff done, including fixed and moving platforms and pushable blocks.
Rodrigo finished a pretty neat vertical slice of the game's background music. He has been experimenting with different intensities and tensions.
He also started defining instruments that identify characters in music (like some bells for an important owl), but that's all I can say for now.
You'll have to wait to listen to it
So, a lot of progress for just two weeks, right? More exciting stuff is coming in the next two-week Sprint, and we're happy to hear your thoughts. If you have any question or suggestion about our process, or why we do things in one or another way don't hesitate to comment below! We're happy to exchange ideas with other fellow developers and players. Don't forget to join the forum to get news.