Just in time for the end of the month dev log post! March has been full of a lot of polishing and refining. We have a lot of new opportunities opening up for Skedaddle in the not-so-distant future, and in the meantime, we’ve been working our little tail-feathers to hit deadlines.
In other news, a couple of days ago we heard the devastating news that GX Australia would be having its last convention this year.
For those wanting to know more about why, here is the co-founders official statement on the matter.
GX Australia has been hugely important to us, being a very diverse set of people ourselves. In a time where there needs to be a lot more unity and love in our world, GX was there to show the world what good gamers and developers can bring to the table.
Unfortunately, Early Worm will not be able to make it to GX this year, and we say this with very heavy hearts.
GX Aus will be having a giant farewell party after the convention, chip in and send them some love over on their Kickstarter. Let’s make this an event to remember and show the world that Australia is home to a vibrant, amazing group of gamers.
Alrighty, so let’s talk about what each department in Early Worm has been up to:
The art team have been flat-out and juggling a few different tasks this month. You could almost say it’s been a right juggling act.
Laura has been modeling, unwrapping and texturing new assets. They’ve mostly been circus equipment such as stilts, rings, frisbees, spinning plates, and diabolos.
Meanwhile, Mitchell has been working on some juicy effects, such as dust particles appearing when opening the carriages, flickering candle flames, chain physics and posters fluttering in the wind.
Mitchell has also been working on cleaning up and scaling interactive assets in Area 2, ready for the programmers to come in and make the new puzzles playable.
Last month we celebrated the fact that we managed to get Tobii EyeX eyetracking up and running in Skedaddle.
This month, we’ve been implementing this into all of the carriage levels.
There’s been a lot more work on menus and settings, getting them to work whilst also looking good.
We’ve made massive headway on our in-engine IK systems. Priscilla looks a lot more fluid when moving up and down different objects, something we have struggled through the entire development of Skedaddle so far, so this is big news for us!
With Area 1 wrapping up and Area 2 becoming playable, there’s definitely no time to be resting on our laurels.
The Early Worm gets the bird.