Devlog #1


Antony Li

During this week in the game jam I helped develop the script that allowed movement for the child and parent objects as well as debug the physics of the two objects which included them sliding off the grid and rolling frantically when bumping into each other. I also helped and created the walls of the initial map template that would eventually be replaced by a more detailed map to help test out movement and help simulate and trigger the child entering the escape door

Chuan Liu

For this week's work, I completed logic about the movement of the dual characters (mom and kid) in the game, as well as speed, mass, inertia, and so on. I also completed the victory logic regarding the mom catching the child, and the child successfully escaping through the door. I also helped with the logic about the trigger which mom throw the slipper at the child.

Duncan Hall

Finished:

  • Created level music (mus_CT)
  • Created shoe throws/hits
  • Created voice effects for MOM character

To-Do:

  • Finish mus_CT, B section
  • Revamp sfx_ShoeHit, lighter, more comedic

Madison Renton

During this week, I created, blocked out, and kit-bashed a prototype testing level for the game. With discussion of how the players would move in the space, I tried to reflect their capabilities in the environment. In order to better represent the space as a household, I used Kenney's assets (Furniture Kit and Racing Kit) to populate the space with placeholder assets. After filling out group documentation, I hope to better understand just exactly how players want to navigate the space to make a more dynamic level experience.

Matthew Eghdam

This week I worked on the Master creative brief document, I did so by adding reference photos for and information about the game theme and art content. Additionally, Xiang (rivy) and I worked on refining the theme and creative vision. Additionally, I helped format slides for the presentation 

Najim Rhalmi

For this weeks GameJam I implemented the interactable key object which could be added to the users inventory and unlock the door. Furthermore I also helped work on the door collision in order to trigger the winning page scene when the kids reach the escape with a key.

Xiang Lin

This week I primary did concept art for the game character(s) and some title screen exploration to get a better feel of how the game will look and feel. Me and the other artist in our group discussed and compared our concept sketches. Together we identified things we liked from each other's concepts while also brainstorming new items.

Thomas Cartwright

For our first game jam and prototype I handled a few different tasks. First of all, I conceptualized the overall mechanics of the game so that they might meet our vision for the chaotic comedy we were hoping to achieve with the game. Second, I programmed and implemented a simple throwing system for our mom to allow her to eliminate the kids from the game.

Brady Anderson

For this last game Jam I handled delegating out tasks to the rest of the team members to make sure everyone had something to do. As well as conjuring the idea of what the product should look like by the end of the jam. I then worked on getting the inventory system to work allowing for the player to pick up an item and store it in their inventory. I then helped out and took over the puzzle and integrated it into my inventory code. When looking at what we created for this game Jam I think it's quite impressive what we could build in the couple of hours we were given. I think we built a solid foundation which will allow us to build upon and reiterate and make something special. 

Finally let's talk about what's on the horizon for our team and what are the next steps that need to be done in the next few weeks. The first thing that we will be doing in the next couple of days is setting up a Trello board and breaking down all of the tasks that need to be done to call our game finished. This will give us an idea of the amount of tasks that need to get done as well as if we need to adjust scope at all. The second thing that needs to get done is getting version control set up with our project and getting everyone to be comfortable working with version control with Unity. Finally, to experiment and dive deep in some of the more challenging tasks such as getting multiplayer working and a physics-based movement system. Diving into the challenging tasks first will allow us to either get these systems working and out of the way early or if we believe it's too challenging or out of scope pivot away as soon as possible.

Files

Mom's Mad, RUN!.zip (Game Jam) 30 MB
May 20, 2024
Mom's Mad Creative Brief.pdf 11 MB
May 21, 2024

Get Moms Mad, Run!

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