Devlog 1


Welcome!

This is the first series of weekly devlogs for our game Coercive Connection. It is a stealth/hacking-based game with puzzle elements developed by us for a student project for KIT209 at UTas. 

To start, we'll introduce the team and what we've each contributed so far, which will include a lot of content, so buckle up.

Ed

Hey! I'm the project manager, lead developer and sound engineer for our project. I have a few years of programming experience, half a year in Unity and on and off for a few years other game engines. In terms of project management, it mostly consists of making sure everyone's questions are answered and making sure that we stay on track for our scheduled release. On the programming side, I'm focused on the core gameplay mechanics such as light and sound detection, AI movement and actions, scripts for some of the in game events, and ensuring that performance is acceptable. Here's some of the stuff I've done already:


While nothing on the sound and music side has been done yet, I have 10 year of experience in audio and music so expect good things to come for that. While there may not be much music during gameplay, they most likely will during cutscenes such as introductions and end of levels. If your interested in a general idea/theme of what the music could be, take a listen to this playlist:

Edward Howarth · Ideas


Jerry

I'm the Static Mesh Maker for our project, creating all the objects that will populate the levels and be interactable, such as crates, conveyer belts and cameras. My work involves modelling in Maya and creating textures using Substance Painter. Here's a screenshot of some objects I've created for the first level of our game.


Zac

Hello all, I am the Lead Designer. I have a few years of Unity and programming experience under my belt,  and I have a passion for all things gaming.

I've been covering character modelling and animations for the project, including using Blend Trees to help transition between animations. Here's a little example of how our character can naturally transition between different animations, allowing the player to seamlessly shift between walking, running, crouching, jumping, etc...

 

I've also been working on the menu and base UI for the game. Here's a gif showing that off too.




Bill

Hey yall, I'm the level designer for our game and the one currently writing these DevLogs. I've got some minor experience in Unity through uni work in the past, as well as experience in most Adobe programs and 3dsMax. 

So far, I've been focusing on fleshing out the first level for our game, where the player will infiltrate the corporation's facility by going through a warehouse on the outskirts of their headquarters. In this level, the player will be tasked with interacting with cameras to avoid guards and plan their route, eventually reaching a room where they can unlock the door to escape the warehouse and progress inside the main building. Here is an early concept draft of the level. In the actual game, I plan to make the warehouse much larger and give the player a more complex route to navigate.


Next Week:

Next time, we plan to have a playable prototype available for you to try, including base movement mechanics, AI and an early version of the first level. 

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