STUGA2 – Metroidvania. Das Team | Woche 6
Over the pst few weeks our game project has made some really exciting progress and is starting to feel much more like a real playable experience.
A lot of work went into the visual side of the game. Our player character and enemy model have moved through several important stages, from base modeling and sculpting to retopology, UV unwrapping, texturing and rigging.

We also began working with motion capture to bring the player character to life with animations.

The level design has also grown significantly. A map of the whole Level has been blocked out and designed, environmental assets such as plants, vines and different layers of fauna were created, and the overall world atmosphere has been refined through textures and background elements.

On the UI side, the project evolved from early sketches and concepts into fully designed and implemented save slots, menus, pop-up elements and visual effects. The final style now leans into an industrial, bio-hazard inspired aesthetic that fits the game world and ties in with the player character and world design.

From the programming perspective, major systems have been added and improved, including player state machines, scene transitions, dynamik chunk loading, collectibles, breakable objects and several player abilities such as sliding, wall climbing, double jump and charged shots. These features now allow the level design and gameplay systems to work much more closely together.

Overall, the past few weeks involved a lot of experimentation, technical challenges and learning new tools, but the project is now coming together in a really exciting way.
Greetings,
The Team