Devlog #6: A Dragon Grows (A Bit)


Hello everybody, it's the Paper Park team here, and the past two weeks have seen the team continue working on our dragon boss!

Margarida has been modeling it, and hopefully two weeks from now, we can show you the final product, with paper materials and all. 

And since we are going to need to animate the dragon for the attacks, we planned the various phases and attacks of the dragon boss battle. It's gonna be a lot of attacks similar to the enemies out and about the level, as a callback, and so the regular combat prepares the player for a more combat-intensive moment, in a non-combat-intensive game. But we have some tricks up our sleeve too. We also wrote the cutscene that will introduce the boss.

Guilherme finished a tab to display collected tickets in the pause menu, and Nuno finished a swimming animation. Though now he has to do the Swimming Idle animation...

We also continue working on the camera of the game, which has proven challenging for our Kiri programmer, Zé. But we're confident he'll figure it out. And as for programming challenges, we want to figure out right now how to handle such a big environment, especially with self-contained areas, like the Whale's Stomach, the Castle, and the Seven Dwarfs Mine. So Guilherme will investigate scene switching and transitions, but also if there is a way for us to do so seamlessly using loading corridors and such.

Finally, the 8th GDT Gathering is next week, so hopefully we can talk to some people about expanding our team.

So what are we planning to do these next two weeks:

  • Finish modeling the dragon
  • Start describing/storyboarding tickets
  • Write a Fairy Glade level description and introductory cutscene
  • Investigate scene switching/level streaming
  • Finish the Swimming Idle animation

We'll see you two weeks from now to let you know how it went. This is the Paper Park Team, signing off!

Get Paper Park: Episode Fairy Glade

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