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Space Supernova

Sprint 3

Space

Alpha

Night Skies

Programming Department

Implementing aspects from other departments into the Alpha build was a priority for this sprint. Tilesets, sound effects, Data Log text, sprite animations, and more were implemented from both the previous sprint and the current sprint. Additionally, there was plenty of bug squashing and small quality adjustments made to the game. A number of hit-boxes were altered to allow for easier movement.  Puzzle states are now saved between scenes. These scene transitions have also been cleaned up and fixed. The programming department also began setting up the Steam Store page for BioDive.

Guily and Thomas Working.jpg
BioDive Sprint 3 Code.png
Alpha Tileset Placement.png
Radio Telescopes

Art Department

A lot of work was done this Sprint by the Art Department. The Steam Store page required a number of assets of varying sizes. A major focus was creating detailing for Level 1 to have a more polished intro to the Alpha. A big hurdle was the implementation of the dynamic lighting systems for the first floor with the emergency lighting. Hammy spent a lot of time and effort to learn how lighting worked for the scenes, with there now being light sources and dynamic shadows for the first level.

Blue_Bed.png
cafeteria_asset.jpg
Coffeepot.png
Ending_Concept_Art.jpg
debris.jpg
Decor.png
Grey_Side_Table.png
Main_Capsule_Art.png
Lighting Example.png
Moon

Level Design Department

Level Design has been temporarily put on hold while feedback is gathered regarding puzzle difficulty and design.

Crab Nebula

Narrative Design Department

Implementing more of the story into the playable game was important for the Alpha Build. For Level 1, this meant creating half of the game's data logs as well as working out the dialogue needed for the ending of the level. Small adjustments needed to be made during actual implementation due to the in-game font not supporting certain characters.

Level 1 Script Screenshot.png
In Game Data Log.png
The Milky Way

Audio Design Department

The need to have Level 1 as prepared as it could be for the Alpha meant putting a focus on the implementation of sound effects for certain actions. The Sound Design Department also progressed further in creating music for Level 2, which won't be implemented for the Alpha build.

Outcomes and Release

Try it for yourself

Windows

Mac

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