Hi everyone, the team has been hard at work:
Zoe has been Unwrapping and finalising the Pig model. (Looks much better then with what I started with)
Georgia has been working hard on our design document, textures, and team coordination.
Tom has continued working on base models (as pictured below)
And a massive thanks to Alex who is our sole programmer, improving the camera controls this week and continuing to write code for our game! (preview below)
Thanks!
-SausagePig Development Team.
Thursday, September 27, 2018
Friday, September 21, 2018
A little update on our process:
With three major levels, we wanted a characteristic enemy for each. I knew I wanted level 1 to be cat themed (something from the early conception days about kleptocats-style cats batting at a slinky falling down the stairs just stuck with me) and Georgia quickly decided on Yetis for the winter wonderland level. For level three, the dungeon level, Alex initially tried to come up with a golem design.

The golem wasn't exactly fitting in well with the cats and yetis, though.


Eventually, Alex came back with this:

The lizard/dragon thing fits the style perfectly! I'm stoked about it, and it was a lesson to our team in style adaptation.
Tom's progress on the model for this guy so far:

I'll finish up the model, minimise polygons, neaten edge-flow, and unwrap it.
Then Georgia will get onto the textures.
Meanwhile Alex (MVP) is slaving away on unity, making our game playable.
And that's our system!
Next obstacle: creating a production line for rigging and animation.
With three major levels, we wanted a characteristic enemy for each. I knew I wanted level 1 to be cat themed (something from the early conception days about kleptocats-style cats batting at a slinky falling down the stairs just stuck with me) and Georgia quickly decided on Yetis for the winter wonderland level. For level three, the dungeon level, Alex initially tried to come up with a golem design.

The golem wasn't exactly fitting in well with the cats and yetis, though.


Eventually, Alex came back with this:

The lizard/dragon thing fits the style perfectly! I'm stoked about it, and it was a lesson to our team in style adaptation.
Tom's progress on the model for this guy so far:

I'll finish up the model, minimise polygons, neaten edge-flow, and unwrap it.
Then Georgia will get onto the textures.
Meanwhile Alex (MVP) is slaving away on unity, making our game playable.
And that's our system!
Next obstacle: creating a production line for rigging and animation.
Friday, September 7, 2018
SAUSAGE PIG Major Progress Update 7/09/2018
Hi everyone, welcome to another update on our fantastic little game featuring everyone's favourite stretchy Pig! My name is Tom and I am the lead 3D artist for this project, in this post I will be outlining the progress or development team has made to-date.
Design Board
Zoe and Georgia 15/08/18

Team Members:
Zoe - Producer / Design Lead / Level Designer 1
Georgia - 2D Art lead / Level Designer 2
Tom - 3D Lead / Social Media Lead
Alex - Tech Lead and Testing / Unity Dev
CONCEPT ART:
Title Concept Art
Tom Jackson 20/08/18

Pig Movement Concept
Georgia Hemsley 24/08/18

Level Art Designs
Level 1 - 4 (In Order: Zoe, Georgia, Alex, Tom) Week 1 Concept Art.
August 2018
Zoe:

Georgia:
Alex:


Tom:

3D MODELS:
Tom Jackson
01/09/2018

Zoe Hoffman
07/09/2018


Thanks Everyone for reading and stay tuned for next post which will have a focus on the Level-Building.
Design Board
Zoe and Georgia 15/08/18

Team Members:
Zoe - Producer / Design Lead / Level Designer 1
Georgia - 2D Art lead / Level Designer 2
Tom - 3D Lead / Social Media Lead
Alex - Tech Lead and Testing / Unity Dev
CONCEPT ART:
Title Concept Art
Tom Jackson 20/08/18

Pig Movement Concept
Georgia Hemsley 24/08/18

Level Art Designs
Level 1 - 4 (In Order: Zoe, Georgia, Alex, Tom) Week 1 Concept Art.
August 2018
Zoe:

Georgia:
Alex:


Tom:
3D MODELS:
Tom Jackson
01/09/2018

Zoe Hoffman
07/09/2018
Thanks Everyone for reading and stay tuned for next post which will have a focus on the Level-Building.
Thursday, August 23, 2018
So, our initial plan for sausage pig was as follows:
Pigletus begins each level at the top of some isometric mountain/height, and must jump his way down (his head and body controlled separately for reasons of fun). Our programming ability (lackthereof) proved an issue in creating a game that allows Pigletus to jump off blocks onto blocks below or above, but does not allow him to jump off the map. We also were posed the question: why wouldnt the player just move the pig's butt always a step behind his head - since stretching these two body parts a distance made one more vulnerable to enemy attack?
Well, we thought, the player must need to move the pig's butt and head to different places on the map for puzzle-solving reasons.
We just needed to outline these reasons.
The solution to one of our problems presented itself in the form of a shift from vertical mindset to horizontal. Make the map flat. Easy. Why wasn't this our first idea? What's so fun about mountains anyway?
A flat map makes the game's puzzle mechanic more visible as well - the player can see clues more plainly on a flat plain.
-Z
Pigletus begins each level at the top of some isometric mountain/height, and must jump his way down (his head and body controlled separately for reasons of fun). Our programming ability (lackthereof) proved an issue in creating a game that allows Pigletus to jump off blocks onto blocks below or above, but does not allow him to jump off the map. We also were posed the question: why wouldnt the player just move the pig's butt always a step behind his head - since stretching these two body parts a distance made one more vulnerable to enemy attack?
Well, we thought, the player must need to move the pig's butt and head to different places on the map for puzzle-solving reasons.
We just needed to outline these reasons.
The solution to one of our problems presented itself in the form of a shift from vertical mindset to horizontal. Make the map flat. Easy. Why wasn't this our first idea? What's so fun about mountains anyway?
A flat map makes the game's puzzle mechanic more visible as well - the player can see clues more plainly on a flat plain.
-Z
Sunday, August 12, 2018
Witness the Birth of Sausage Pig
What began as an idea by the name of "Slinky Drop" has now emerged from gestation as "Sausage Pig".
Sausage Pig, by Roundabout Games, is a platform puzzle in which Sausagus Pigletus, a young and fearful pig, must hop, skip, and stretch (in most sausage-like manner), in order to solve his way down from frightening heights. How he ends up in these conundrums of great altitude, he can't say, and neither can we. Just help the poor thing work his way down.
For snapshots and updates into the upbringing of this creation, simply stay tuned.
Sausage Pig, by Roundabout Games, is a platform puzzle in which Sausagus Pigletus, a young and fearful pig, must hop, skip, and stretch (in most sausage-like manner), in order to solve his way down from frightening heights. How he ends up in these conundrums of great altitude, he can't say, and neither can we. Just help the poor thing work his way down.
For snapshots and updates into the upbringing of this creation, simply stay tuned.
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