So, since the last blog post, there have been many changes. Frankly, most of the content that was being worked on throughout summer and the semester was put aside completely (for now) in order to better make way for the change of gameplay. Since this is shifting to a walking simulator, the need for different abilities drops to nearly zero. While I would love to add them back in at a later time (after I graduate, for example), I acknowledge that now is not the time to focus on them.
So, what have I been busy with?
ART
Art is the answer. The goal os to have a vertical slice done by the end of the semester, which is in two weeks. That means that I need a fully rendered, playable, and enjoyable area of my game. The area I chose is the area the player starts in, which is the Ancient Grounds.



The pictures above are some paint overs that I used to help me with the layout and look of the in-game area. The first two represent the Ancient Grounds, and the third is an early idea of what the village will be looking like.
Since I am focusing on the one area, I also make many assets to occupy the environment. The list of assets include many types of rocks/boulders, pillars, basalt structures, fire pits, and a guard wall (which is still in progress).


I also tried turning some of my materials from the Unity Standard shader to my custom toon shader, and this is the result:



The toon is certainly interesting. There are many parts about it that I do like, but there is a lack of detail that comes with it. The shading can look very clean and cool, and does brighten up the otherwise mono-chromatic landscape, but overall I think it doesn’t fit the game.
Overall, the progress has been a lot, but there is still so much to do that it feels significantly slower than reality. I still have sound, interaction, user interface, menus, and story elements to implement. Interaction and UI/menus have been started, and they are looking decent. I should have a sneak peek of those on my Instagram soon, so make sure to check it out!
Oh, also, I switched to first person view. This is (hopefully) just for the vertical slice, as I plan on working on the character model, rigging, animating, and movement over winter break when I have significantly more time. But, right now moving to first person takes my worries away from crisp movement and animations so I can focus on everything else that needs to be done.
As always, thanks for reading! Make sure to check out my Instagram and portfolio!



















