Terra Marie- Week 13 + 14 Dev Log


Terra Marie- Week 13 Dev Log

November 14th - November 22nd

[9 hours 50 minutes]

November 15th - 2 hours 

I typed the puzzle feature in the game called “Spirit Trail.”

November 16th - 1 hour 30 minutes

I drew a concept for cover art for the game. The inspiration was to make the cover art look like a tarot card. It may need editing just in case it is not the correct size, but it was meant to just be a starter drawing to let the group know what direction I was intending.

Figure 1.1

November 17th - 2 hours

I continued to add small details to the level. Nothing major beyond adding more rocks and detailing was done this day.

November 18th - 1 hour 30 minutes

I did lighting with post-processing to make the level look more “gray.” It was the start of giving each area a different personality.

Figure 2.1

Figure 2.2

Figure 2.3

November 20th - 2 hours 50 minutes

We received feedback from the 75% progress turn-in. So, I fixed some of the levels and lighting design issues mentioned there. The group had a meeting where we discussed progress, and Daelyn and I discussed lighting and the direction for finishing the dialogue.

November 22nd - 45 minutes

Catch up on dialogue. Working on lighting in the cave.

Figure 1.1 | Cover Art

Figure 2.1 | Graveyard Post Process

Figure 2.2 | Sorrow Island Post Process

Figure 2.3 | Sorrow Island Post Process

Terra Marie- Week 14 Dev Log

November 27th - November 30th

[12 hours 15 minutes]

November 27th - 3 hours 55 minutes 

I worked on writing dialogue trees for Gluttony and Selfishness.

November 28th - 3 hours 30 minutes

I made a new post-processing material to add to the sky. Because the level is literally encapsulated within a cloud of smoke, my biggest issue with post-processing was trying to change the scenery in a more meaningful way. The sky was always getting in the way of the effects I was trying to accomplish. So, I did some research on how to create different types of post-processing and ended up finding an outline material that I then customized to fit our level design. 

Figure 1.1

Figure 1.2

Figure 1.3

Figure 1.4

I also made a banner and background for the itch page this day, but I didn’t like it

Figure 1.5

November 29th - 2 hours 25 minutes

I had typed the dialogue that I first came up with in google docs, but I moved it over to Twine before finishing Gluttony and Selfishness. 

Figure 2.1

Figure 2.2

In addition, I went back into the level and added post-process transitions so there wouldn’t be abrupt changes within colors.

November 30th - 3 hours

I finished sorrow’s dialogue and re-did the banner and background for the itch page. I think this design looks much cleaner and consistent than the one before.

Figure 3.1

Figure 1.1 - Figure 1.4 | Sky lighting changes

Figure 1.5 | Itch page first iteration

Figure 2.1 | Gluttony dialogue tree

Figure 2.2 | Selfishness dialogue tree 

Figure 3.1 | Itch page final design

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