Devlog #4



Overall Progress: Refining core gameplay. Defining mechanics, dynamics and aesthetics of the game. Creating multiple 3D and 2D assets. Addition of combat.

Art Team:

This week we generated multiple 3D models including but not limited to shaders, buildings, npc kites, and skyboxes. We also started brainstorming various UI elements however, since our main flight is extremely underdeveloped right now, we are unable to incorporate these elements at the moment.

Music Team:

While the integration of FMOD extended to the subsequent weeks, the team also moved on to other aspects. Since both the audio members are either ethnically or culturally South Asian, the concern of cultural sensitivity exists in writing South Asian music. We listened to the Spotify playlist provided by the South Asian group member to secure our understanding of the overall style, avoiding potential biases in musical characteristics and out-dated representatives, which are all essential considerations under such cross-cultural contexts.

CS Team:

This week, we focused on refining core gameplay interactions by implementing proper collision physics and introducing a fail condition for the kite. Additionally, we established a collectible system where collected items are tracked and displayed on the UI. To ensure ease of iteration, we created editable prefabs for the kite, allowing for streamlined adjustments and improvements.

With movement now largely finalized, our development process involved extensive playtesting to fine-tune the flight experience. Since we had pivoted towards an exploration-based gameplay style, it was the right time to begin designing the combat system. Rather than giving the player direct control over cutting enemy kites, we opted for a more rhythmic and skill-based approach—introducing a sequence of well-timed button prompts to execute kite-cutting maneuvers. This design choice aimed to balance engagement with accessibility while maintaining the game's fluidity.

Future Plans:

Getting feedback on the combat system and working on improving the quick time event.


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