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About Unus Lupus

Unus Lupus is a solo indie studio from Denmark. We are currently working on a 3D platformer called Towards the Sky, but we hope to expand into the horror game genre in the near future, along with expanding into the VR scene as the technology evolves.

Our Games
Towards the Sky

Towards the Sky is a relaxing 3D platformer with a minimalistic and colourful design, fun game mechanics, and an interesting, randomly generated level layout. No playthrough will ever be the same, and it is up to the player how they choose to reach the top.

Our Collaborations
Full Moon Fears, in collaboration with Alpha Daddy Interactive Reverse Horror Game about a werewolf escaping groups of villagers. Developed as part of a game project at PlaygroundSquad. Development Diary by Christian Andresen

Day 1: Monday, 14th of November, 2022

Today was the first day of the project, where we got everyone together and started talking. We discussed several topics about the games, what ideas I had in mind, what documentation I could share, etc. During this discussion I received several ideas from the team, some of which had big impact on how the game was designed, notably regarding the layout of the actual map itself, and how the game should progress. This led to the game changing from an open-world game to a more linear one, but still with some semblance of player choice and exploration. After that I got everyone working on a task and started reworking the GDD to fit the new ideas.

Day 2: Tuesday, 15th of November, 2022

Started today out with a SCRUM meeting, catching up on everyone’s progress. No real talks on what people were doing as most were Then attended a lecture about GIT and version control. Talked to the artists about the art-style and the feelings and atmosphere we want to convey to the player. Worked with Alva-Maria to improve the level, going over ideas for save-points, obstacles to the player, etc. Worked with Elliot, the Lead Artist, on improving the Trello-board for the project, and went over some ideas for detection, navigation, etc.

Day 3: Wednesday, 16th of November, 2022

Started today out with a SCRUM meeting, catching up on everyone’s progress yesterday and coordinating tasks for the day. Afterwards I met with the lead artist and programmer to discuss the Trello board and possible tasks for each team. In the end the decision was made for each team lead to create and organize the relevant tasks. Spent some time talking to the individual team members to review their work and come with input for improvements and additions. The rest of the day is a mixture of working on the GDD, setting up GIT and FORK, and making Unreal play nice with the Source Control. Will hopefully start blocking out the level tomorrow, assuming the structure for level and sublevel files has been decided on.

Day 4: Thursday, 17th of November, 2022

Started today out with a SCRUM meeting, catching up on everyone's progress and expectations for the day. Programmers have gotten their flowcharts cleared, helped set up everyones respositories, and are now working on some code prototyping. Artists are working on buildings and characters, with some meshes soon being ready for rigging. Progress is overall going great. Talked to Elliot about the blockout level, specifically how the folder structure for it should go, and if we should use sub-levels or not for the project. Spent some time going over ideas and thoughts with Alva-Maria, although she did not seem well and so I suggested she went home. Rest of the day was spent working on the level blockout, where I managed to sculpt out a very accurate version of the 2D map seen in the GDD, although it is still missing placed assets..

Day 5: Friday, 18th of November, 2022

Started out today with a SCRUM meeting, catching up on everyone's progress and expectations for the day. Programmers have started working out code-specific file structures with Elliot, and worked on some prototypes for enemy AI, player movement, and camera controls. Artists have produced some basic meshes that can be rigged, meaning we are likely to start working on rigging and animations in the next week. As both my co-designers are ill, I spent the day working on the level blockout and preparing the presentation for monday's sprint review. Will be meeting monday with the other team leads to coordinate next weeks tasks and expectations for each discipline.

Day 6: Monday, 21st of November, 2022

Started out the day with total chaos. All team members, excluding myself, had to move to their new seating arrangements. This relocated our SCRUM meeting to 10 in the morning. We were mostly going over what we were going to be doing today and this week, with a lot of focus being spent on the sprint review at 14:00. I myself spent a lot of time working on the presentation, going over talking points in my head, and generally preparing for the ordeal, which lasted nearly two hours. After that day I talked to some of my team, before ending the day with updating this dev diary and answering questionaires about scripting courses.

Day 7: Tuesday, 22nd of November, 2022

A few delayed team members meant a later SCRUM meeting than expected. Caught up with everyones progress and daily tasks, and started working on a new version of the game's level. Managed to get a few more ideas down on paper, but lacking knowledge on the sublevels we were using. Spent some time reading Casper's document on the subject, and also talked with Alva-Maria about story and music for the game. Ended the day with a discusison with Elliot about the layout of buildings in the map and their purposes.

Day 8: Wednesday, 23rd of November, 2022

Tried hosting a SCRUM meeting at our desks, did not go well. Hard to hear the team over the noises from the room and people entering/leaving it. Spoke with Elliot about the Trello Board and the scale of the blockout level. Remade the blockout to fit a proper player scale (1 Unreal unit = 1 meter), and started work adding buildings and foliage to the map. Working with a rough version for now which will be polished up during the rest of the week.

Day 9: Thursday, 24th of November, 2022

Sick

Day 10: Friday, 25th of November, 2022

Started today out with a SCRUM meeting, catching up on everyone's progress and tasks for the day. Programmers have reached a new point with the enemy state machine, and player controls. Artists have gotten a lot of work done in terms of materials and characters. Today was spent mostly working on the level blockout, which fortunately is almost done. All that needs doing is placing down locations for enemies and interactables.

Day 11: Monday, 28th of November, 2022

Started today out with a SCRUM meeting, catching up on everyone's progress and tasks for the day. Sat down with the team leads to talk about expectations for the coming weeks and spent the rest of the time working on the sprint review, as well as getting Melinda started as she just got back. Did the Sprint Review and got a lot of good questions and feedback, both in person and on Discord, and spent the last hours of the day responding on Discord and thinking of ways to implement the ideas given to me.

Day 12: Tuesday, 29th of Novemeber, 2022

Started today out with a SCRUM meeting, catching up on everyone's progress and tasks for the day. Talked to Melinda and Alva about ideas related to the intro scenes, some seeming more possible than others. Also discussed the possibility of collectibles in the game, such as moonstones that increase the players speed. While these are not strictly horror related, I feel they could help break the monotony of the gameplay without ruining the atmosphere. Spent a lot of time reworking the foliage due to issues with navmesh not detecting foliage collisions. That has been fixed. Also added a lot more buildings to the level blockout to make it seem more varied. These are however still placeholder objects. Assuming the player is ready tomorrow, I will hopefully start working on a package we can hand out for testing.

Day 12: Wednesday, 30th of November, 2022

Started today out with a SCRUM meeting, catching up on everyone's progress and tasks for the day. Melinda and Alva-Maria stayed behind to discuss story, while I went back up and started preparing for the playable level for friday. I added a new version of the player and started adding enemy spawners, only to encounter issues with both, which would become a multi-hour ordeal with a lot of back and forth between myself, Casper, and Bella. Another issue we ran into today was that one of the programmers was sick and had checked out the player asset, meaning we could only manipulate the code, but we managed to get everything working by the end of the day. We should, assuming no issues with making a playable package, have something to show off here on Friday.

Day 13: Thursday, 1st of December, 2022

Started today out with a SCRUM meeting, catching up on everyone's progress and tasks for the day. Gone over with the entire team what we need done for tomorrow, and started working on filling out the level with interactables and enemies. Talked with Bella and got the level setup with a goal/victory conditions, and tried to help getting the game packaged/built. No issues building, but the game refuses to start up which is something we need to figure out how to get working. Tomorrow I will be focusing mainly on getting the build ready and presenting it for the milestone.

Contact Us

For General Inquiries: contact@unuslupus.com

Want to give feedback?: feedback@unuslupus.com