Devlog 06


Devlog 06

This week in Gnome Mans Land, we’ve been hard at work for the feel of the game—both in how it plays and how it communicates with players. From fixing and polishing code to be able to show more feedback and reactions to expanding our soundscape and tightening animations, the whole experience is getting closer to the quirky, tense chaos we envisioned.

Art
One artist tackled the animation side of stretcher carrying, refining the hand placement to look more grounded and believable. They also spent time refining our modular landscape pieces, which will help maintain a consistent and stylized look throughout the forest. Additionally, this artist completed a first foliage pass, a first round of placing all the nature meshes.
Meanwhile, another artist continued sculpting and modelling our playable characters, pushing forward the visuals of our brave little gnome medics.



Sound
Our sound designer did a wide range of SFX and VO assets. These included footsteps for grass and mud, loops and impact sounds for hazards like fog, water, fire, and mines, plus vocalizations for the gnomes and the sheep.

Programming
One programmer focused on refining the core balancing mechanic getting the stretcher tilt system responsive and building the logic foundation for a new balance meter UI. Visual feedback is starting to come together, and we also added more animal behaviours to tie the sheep’s stress into gameplay in a visible, reactive way.
Another programmer fixed crucial bugs that caused input and spawns to go haywire, obstacle logic for fire hazards, and a smooth camera transition for better player experience.

All parts of the game are starting to mesh together. Art, code, and sound are now converging into a more cohesive experience. There’s still polish and feedback work ahead. See you next week!

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