Devlog #2 - What's Been Going On?


Hey! Welcome to another week's devlog. We've been busy behind the scenes working on our game concept and prototypes. We are making that slow and steady crawl out of pre-production and into production, and we are almost ready to start ramping up development. Next week we might give you a look into the story and actual concept of the game!

So what have we been working on?

This week Evan has been hard at work creating our player character prototype. We all sat down on Monday and decided what way we want our character to move [typing this sounds stupid, but it's definitely necessary to do]. Then for the next few days inside of Unity he threw all of our ideas together and came up with something juicy. The team are all going to give it a test during the weekend so we can tweak the actual movement values to make sure the character is not too slow, fast, heavy, light, rigid or fluid. While this is going on Evan is going to be working on our secret weapons, Gadget and Gizmo. You'll hear about them at a later date I'm sure.

For the past week Hang has been working on concept art for both the environment and main villain for the game. We got together and discussed how the game flow was going to be as well as how ‘Bad Bat’ was going to be portrayed.

Character Concept Art – The team agreed for the main villain to portray a rich kid who is a bit psychotic. We wanted him to have armoured attire on the inside, so Hang drew up a Kevlar materialised sweater almost, trench coat outside because she got the inspiration from Korean dramas as well as just general villains that have long coats and then just formal pants and shoes. We wanted to cover his identity for narrative purposes so the mask represents the ‘Bat’ in his name, where it has flared nostrils like a bat would have.

Face Structure (Concept)

Fashion (Concept)

Poses (Concept)

Finalised Character Concept

Environment Concept Art – We wanted the game to start off in an alley, where the narrative progresses from there. The setting we aimed for is a cityscape in modern day, nothing too out of the ordinary. For the villain’s lair/ hideout, we wanted a Hi-tech feel, somewhat of a penthouse vibe without being too much of a business official look. 



Ben has been taking a look under the hood at our game design this week and making sure we have taught about as much as we can during our pre-production stage [It's impossible to think of EVERYTHING but we can try]. Ben has tirelessly been answering who? where? why? what?how? why? what? how? when? when? where? to the point where his head might explode, but it is definitely working. We are fine tuning our game's core loop and will hopefully will get to start putting it all together soon enough.

As always make sure to follow us here on itch.io for your weekly devlogs and maybe a few cheeky test releases, and follow us on Twitter for some more regular updates from the team!

cám ơn and thank you,

Round Table Studios.

Comments

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(+1)

Great work! The concept art looks amazing!