It's BOSS time!!!
Hey Everyone!
We've had quite the week of work! Preparing our boss level for Powersink, sorting out mechanics and planning new levels!
It's been pretty hectic lately but I'll let the members of Kitchen Sink explain what they've been up to, starting with Triton! :)
Hi friends, it's Triton! For this week I have continued working on our boss and lets just say that I had a few hiccups with baking the high poly normal in substance painter. After about a day and a half of messing with a whole bunch of settings, watching tutorials, asking for help and more to try and get the damn thing to work, nothing happened. In the end I finally figured out that all I had to do was simply unticking a check box in substance painter… I’ve never felt so ashamed and down in my life till that point… Moving on I am now working on exploring on painting our boss, deciding what colours to paint him with, what textures and all sorts of stuff. I will finish the boss over the weekend. I’ve also started working on concepting the last level design for our game with Luke and oh boy I’m sorry for whoever plays that level. You will not enjoy it… probably. Well that’s it for me today, I’ll keep you guys updated in next weeks blog so till next time that’s all folks.
Sounds like you've had quite the week Triton, thankyou for all your hard work in substance painter and your willingness to not give up no matter what! And now we will hear from Luke and what he's been up to :)
Hey guys, it's Luke. This week I've been working on the tech prep for our boss level. The first thing I made was a falling block which will act as a platforming obstacle and has some pretty fun little features including a jiggle animation that plays before falling and a customizable respawn timer. Other than that, I've mainly been working on refining stuff for the boss level like physics interactions between objects like water currents, torpedoes and reworking the teleporters to no longer be in pairs. Overall this week has just been a lot of prep and reworking of existing stuff so we can get the Boss going. As a little taster of what's to come, here's the start of the Boss level using Triston's design. Anyways, that's all from me this week. Till next time!
That's so cool Luke! Love the ominous vibes from the platform so far!
And Now we will hear from me, Tash!
This week has been so chaotic, I've had so many assignments due for other units so I haven't been able to work as much as I would like on Powersink content. I've been busy this week doing more logo/ui content for our game, which you can see below for a potential start menu for our game :) I'll be focussing more this weekend on sorting out PR needs of our game and sorting out what we need for the mock steam page and any other content we need that's PR related. But that's about it from me! (lil' peek of the concepts below :))
So as you can see we have had quite the week prepping for the boss level and also updating our UI content :) Next week we will be doing more on our boss level with more refinements and implementation into unity and also more content to do with the Ui and the PR needs of the game :D
Thanks so much for reading and we will see you all next week!
Team Kitchen Sink
<3
Power Sink
Dive deep, and POWER through
Status | In development |
Authors | Power Sink, Winterwire Games |
Genre | Platformer, Adventure |
Tags | 3D, Atmospheric, Cute, Indie, Puzzle-Platformer, Sci-fi, Singleplayer, underwater, Unity |
Languages | English |
Accessibility | Color-blind friendly, High-contrast |
More posts
- WE HAVE A STEAM PAGE!Jan 30, 2023
- Project Trailer - Power SinkJan 23, 2023
- End of Year Showcase!Dec 06, 2021
- It's the end of semester!Oct 30, 2021
- Something seems fishy...Oct 24, 2021
- There's only THREE weeks left!Oct 09, 2021
- Just a wee lil' update for y'all!Oct 02, 2021
- Exciting things to come!Sep 25, 2021
- Time for a well deserved break!Sep 18, 2021
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