For the fifth week of our development, there have been some major developments in the game’s direction. Before we get to that, I’ve been continuing to work on these particles, including some text effects to really emphasise when the player has pulled off a really cool stunt:
Rather than implementing a font material system, I decided that adding low-res textures for the text would be the quickest, if not dirtiest method of getting something into the engine.
As you can see from the grid above, I also got a hang of the SubUV function in order to maximise texture space when we need to generate a range of words. Hopefully this would lessen the impact that loading textures would make on the game’s performance.
While I ended up with rather basic results for the game’s particle systems, I’ve felt that it’s definitely been important to at least get some kind of feedback into the game, before getting caught up in trying to polish things. Iterating on the project, especially this early into development, is the surest and safest way to progress.
Besides particles, my role as usual has also been in maintaining the team’s logistical side of work. While it may not look like much in screenshots, I also continue to work on some of the more-overlooked aspects of the game’s production, including scheduling and documentation (I could take screenshots, but they would make for some pretty boring pictures!).
In addition, I worked in ensuring that we finally decided on a direction for the game – a huge step considering we are a month into development! From here, production should only go smoother.