Week 9 - Polishing what we have..
Week 9 - Polishing what we have..
This week we get to present our game to the other groups and exchange feedback on one another. So this week we spent perfecting what we currently have to maximize the expierence of our testers and friends.
Particles
We made some additional particles for the build.
target particle Meateor
Clear all power ups Particle
Smoke Particle
Falling block Particle
Falling block impact
Animations
we made an animation for the turtle shell throw. It still needs to be a bit faster but the base is in place.
Item models
For some pickups the mesh needs to be replaced with another one. When you enter rage mode you get a new helmet. When you enter speed mode you get other shoes.
environment meshes
We made some changes to the blockhut model so it’s more interesting from all angles.
UI Update
this week we laid the final hands onto the in game UI. We made the clear powerup UI icon and the icon for the Wings (the wings itself will not be implemented till next week)
Wings modelling
We finished the wings model aswell this week! It might get an update during the polish sprint to make it better for ingame usage!
Background Generation
The background has been updated to spawn a blockhut every so often, creating a clearing in the forest to make it less monotone. further general improvements have been made with textures for the trees and the grass has been moved to better fit with the updated camera angle. New in the background are the clouds that are now being spawned.
Camera changes
The camera has been changed a bit as well. before we used a very wide FOV, but this caused a lot of deformation on certain objects such as the barrel and the pickup crates. we decreased the FOV a lot and moved the camera back to still see the same amount of playable level. To prevent the forest from preventing the view we played a bit with the near plane.
Falling Spikes
A new trap has been added to the levelgeneration. these spiked will start falling when a player runs under them. you better use your dash wisely to avoid being skewered!
Charactercontroller
Our old untrustworthy physics script has been replaced with the workings of the unity physicsengine. We now use charactercontroller and some rigidbodies to activate the oncollisionenterers. The controls now feel even smoother than before (especiallly the dashing though barrels).
BUG FIXES
- Item UI responds well to different powerups (sliders)
- Better dashing + 2x dashing
- UI scales with screen
- Turtleshell polish
- Extra little fixes of the player
Miscellaneous
- Respawning now takes longer, gives a 5 second immunity.
Files
Get [Group 24] Outta Da Way
[Group 24] Outta Da Way
4 player chaotic partygame in a stylized medieval setting
Status | In development |
Authors | Asercu, Ruvah, Kryptomania, jarivanhauwaert, BenjaminYde |
Languages | English |
More posts
- The Last of the DevlogsMay 27, 2018
- Week 11 - Polish, nearly there..May 17, 2018
- Week 10 - Last Week of sprint 3May 08, 2018
- Week 8 - Meateor SpecialApr 20, 2018
- Week7 - Easter HolidaysApr 08, 2018
- Week 6 - End of Production Sprint1Mar 30, 2018
- Week 5 - Production sprint 1 (week2)Mar 23, 2018
- Week 4 - First Production Week!Mar 16, 2018
- Production sprint 1: Week 1Mar 15, 2018
Leave a comment
Log in with itch.io to leave a comment.