Production Devlog 02: Fruit and Bugs, but Mostly Bugs


Welcome everyone! Today we'll be going over the changes made during our second week of production.

Programming!

Our programmers have been working on perfecting and tweaking some important features. The speed of the falling fruits which pose a threat to our small friend have been adjusted and its parameters streamlined. Luckily, at the same time, they're working on providing Myrrha with the ability to both grab and carry said fruit when it has fallen from the trees.
To get there, they've also been working to make sure Myrrha can move as smoothly as possible, changing jump height and speed and tweaking aerial control so our hero Myrrha can get where she wants, whenever she wants.


Art!


Without lily pads, our brave hero of course has no legs to stand on. That's why we can announce that said lily pads are nearing completion, now with stems and flowers! And for these lily pads, the flowers and the ponds, a cell shader has entered production and is looking better and better by the day.




Myrrha's blockout has finally been refined into a proper model and is rigged and ready to be animated and join her brave new world. We wish her good luck as she hops around trying to avoid the water. Though of course she'll become a far more vivid and colourful being!


And last but definitely not least; more and more RFX light up the pond in which Myrrha dwells. Fireflies frolic about the pond. In the unlikely scenario that Myrrha falls into the water (you should attempt to keep her out of it after all), production has started on a water particle system, ripples and droplets have entered the scene!

                 

That's all for now! We hope we can show you this and more next week!

Files

MyrrhaBuild.zip 130 MB
Mar 19, 2021

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