Dawn of the First Day - 60 Hours Remaining

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I suppose we never did a "we're in" post, but our team is technically doing this. We've got 2 programmers, but not enough artists, so it looks like I'll be the sole programmer until a bit later - one 2D artist, and one musician. So 4 of us this year.

The GIF That Wouldn't Upload To LD

https://gfycat.com/EachForsakenAmericancrow

https://thumbs.gfycat.com/EachForsakenAmericancrow-size_restricted.gif

^ It looks like I can't upload a gif because it's over 4MB, but I've taken out a few stills from the gif:

What are we making

We're making SCAPEGOAT - a game where you play as a cultist, trying to lead a goat to the sacrifice before the Gods angrily destroy the world. The problem is... the goat will be less than helpful. He will attempt to thwart your plans. He will bite you, run away, eat through ropes if you tie him up, and generally be a nuisance if you don't take proper care of him and use the mechanics we give you to get through to the final sacrifice.

At least... that's the idea. Let's see how much of that we actually get around to implementing.

Tools

We're working with - Unity 2018.3b012 - Modo for our 3D Modeling, - Maya for animation (Possibly) - FMOD Studio for Audio and Integration - Photoshop - Screen2Gif for recording gifs - Chronolapse for Timelapses - OBS for any videos we might make

We're testing out this LD with a tool we built for quick level design that we're hoping to get out onto the asset store in the next few months. If you're curious about the tool:

https://youtu.be/QOM_HVP6kSk

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We've got a really basic character controller working now, with all of the good stuff, movement, running, jumping, and the ever-coveted CROUCH. No first-person game is complete without crouch.

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Art Style

We've decided to take a step back this year and do a much simpler art style - instead of using high detail, photorealism, we've looked at how a lot of the older Zelda games do their level design and have basically decided to follow their art style - stretched, blended diffuse maps, no detail mapping, no normal maps, etc. It hurts a little bit to leave normal maps behind, but we wanted to do something more stylistically reminiscent of the older N64 - GameCube era games.

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We've even made some little Kokiri woods particles in the air! For Post-Processing we're going a bit less-than photo realistic, with bloom, and HUGE Ambient Occlusion to make up for the lack of detail, and subsequent lack of contrast everywhere.

Beginnings of AI and Placeholders

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Our 3D Modeler hasn't started making the goat so I threw together something in 4 minutes in a modeler that I'm using as a placeholder as I begin to write the goat brain logic. Please do not think that I do not know what a goat looks like. I'm wildly aware that is not a goat, as everyone on my team keeps reminding me of what goats look like.

Basic Music and Sounds

We've also got some basic music and sounds - but I can't really show them off in a gif right now.

60 Hours Remaining

With 60 hours to go we've got our work cut out for us. We've got lots of little mechanics, UI, music, audio, effects, models, voice acting to get done. Here's hoping we can finally get something with a bit of polish.

@aurel - Programming, UI Design, 3D Modeling, Texturing

@linear - Programming, 3D Modeling, Texturing, Material Maker

@angiekatneko - 2D Art, some 3D Modeling

@thomaskresge - Music and Sound Effects + Foley (have fun with the goat sounds man)