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#2 Dev Diary | Interactivity, Character Model and Animals

Writer's picture: Joanna BrodaJoanna Broda

Updated: 9 hours ago

Hello!



It’s been a while since the last dev update, but that also means that we have a lot to share with you. We’re excited to share our game development progress with you with you❄️🛠️



Haven’t read our # 1 Dev Diary yet? You can catch up on it here.


Please keep in mind that the game is still in progress, so it may not reflect the final version. The graphics and gifs we’re showing today represent the current state of the game.


 

Interactivity🔨

Our dev team has been recently working on the core mechanics of the game. We want the world of Frost Survival VR to be as interactive as possible, allowing the players to have the freedom to interact with the environment.


Some of the mechanics we've been working on include eg.:

🔹 implementing different methods for starting fires, using materials like stones, flint, and iron

🔹 backpack system

🔹 cutting down and chopping trees,

🔹 the ability to throw objects,

🔹 crafting,

🔹 scooping water with your hands, and many more.



Along the way, the player will have to craft many different items that are needed for survival, such as tools, weapons, or clothing. Players will require a variety of tools to fully exploit their surroundings.


Each tool and weapon has its purpose, and durability that determines how long it can be used until it is destroyed. To craft a new item, a player will need to use a crafting table. This is what we’ve been working on lately.


Currently, the crafting table works like this: a player chooses the item he wants to craft, a semi-transparent object appears on the table, and he has to throw in the right amount of materials to craft it. Ultimately we want there to be a Recipe Book on the table from which the player will be able to choose items to craft.


We will share more details about crafting in the future dev_diaries.

Character Model🧍

Our graphic team has been hard at work on the character design. As the art style for the game is stylized, we wanted to keep the character model in the same style.


At this stage, we’re finding ways to balance performance optimization with an attractive visual style that also serves gameplay needs.



The work was broken down into several stages:


  1.  Concept design.

  2.  Basic model creation.

  3.  Separating clothing elements.

  4.  Defining the final shapes.

  5.  Adding details, rigging, and texturing.



We’re happy to present the current character model, ready for further testing in the game engine.




Animals🐺

As with any survival game, what would it be without animals?


The game will feature several types of animals that will provide players with access to resources such as meat, fur and tusks.


Animals, such as hares, boars, wolves, foxes, deer, snow leopards, mooses, and bears were added.


We focused on adjusting them to the map and implementing the death ragdoll mechanics.

Once you hunt one down, you can skin it and use the resources for crafting. Now, we’re diving into refining their behaviors, which are still in the prototype phase.


Animals will be divided into several categories depending on how they behave towards the player:


🔹Aggressive animals - These animals will attack the player when they get too close. An example of an aggressive animal is a wolf.


🔹Passive animals - This type of animal is very scared. For this reason, when the player gets close, they will immediately start running away from the player. Such animals are Deer and Hares.


🔹Defensive animals - This animal does not react to the player until the player attacks it. In case the player attacks it, it tries to defend itself against the player by attacking back. Such animals are wild Boars

Want to see more sneak peeks and learn more about the game?

Join our Discord Server!


 


The project is co-funded by the MEDIA strand of the European Union’s Creative Europe Programme.
The project is co-funded by the MEDIA strand of the European Union’s Creative Europe Programme.

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