Dev Log #5


This week was some more minor environmental design work, as well as starting the blueprinting process for the new Quest System. I also designed some UI assets for use - including a Dialog Frame and Buttons. 



I have also been combing through the Game Animation Sample Pack files to try and figure out how to replace the animations with animations specific to the player character. I am unfamiliar with the database structure that GASP uses, so it's taking longer than expected to figure it out. The GASP mannequin character has a shorter skeleton than the PC character, so it gives her the appearance of having a squished neck without the proper animation change, which of course we don't want in the final game! 

Most work this week has been on the troubleshooting and digging into systems side.

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