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Refining Mechanics

By Josh

Cover image for Refining Mechanics

Refining Mechanics

The primary focus of this week was expanding and improving the mechanics surrounding mischief. I wanted it to have a more complex and polished feel than what it did. I had a few ways of gain mischief points, but I wanted it to feel both like there were opportunities everywhere for mischief, yet you still had to work at it to get enough points to open the mischief doors.

Improved Logo and Iconography

I did spend some time revisiting the logo and working in the raccoon face emblem that is used in conjunction with mischief.

New Logo

I ended up building the text in Figma, exporting as a SVG into Blender where I built out the 3D elements, rendered it out in layers with orthographic projection, and combining with effects and a painting pass in Photoshop.

The mischief emblem is now prominent in the logo, and I have been working it into the game, like the signs that indicate how many mischief points are needed to open a door:

Mischief Sign

Or indicating walls to sticker up:

Or warning residents of mischief:

More Ways to Make Mischief

Mischief, chaos, and chaos need to be integrated into the game all over. So I built out a "breakable" system with objects that you can break if needed.

But be careful, your push blocks you need to reach higher areas can be smashed to bits by cars.

You can now break things, knock things over, dig things up, and rip up things. All in the name of mischief.

Improved assets

One of the assets that I've built out this week are the programming computer. This will be used in many places in the game to reprogram things (naturally to cause trouble).

The screen before features the text of a critter traffic controller application: CRITTERTRAFFIC.EXE

CRITTERTRAFFIC.EXE

But once you reprogram it, you've clearly left your mark.

Also, trash.