Devlog 5 : Last week of production sprint 1
Introduction
Welcome to our fifth devlog of this project!
This week the first production sprint is coming to an end and right now the game is a vertical slice of what the finished project will be. Meaning the game should already be playable from start to end, with all mechanics available. Let’s have a look at what we have so far.
Art
Our artist has been busy making all the assets for the game. Here are some of the things we worked on.
Animations
The first versions of the animations are finished and can be imported in the game. The animations have to be mapped to the right inputs. This will be done later on in the project.
In this gif you can see a couple of animation that will be used in game
All hero assets have been modelled and are currently in the process of being textured.
For the environment the props are modelled and textured and ready to be implemented into the environment levels. For the texturing we used simple diffuse swatches and the toon shader is achieved by duplicating the mesh of the props, then inverting the normals of the inflated mesh and giving them a black material.
Developer
Gameplay wise a lot has been added, all main mechanics have now been added.
Shooting
First off all the player now has an ability to shoot projectiles which can stun other players. The ability is chargeable meaning the longer the trigger for the ability is held before releasing the stronger the projectile will be.
Shooting does come with an energy cost, based on how much the player charged before shooting the projectile will have a bigger/smaller cost. Also the stun duration, projectile speed and size will scale of this charge.
Once the projectile collides with anything, it will be disabled.
Upon hitting an enemy player, he will lose a percentage(scales with charge) of his current energy converted to pickups that other players can then grab. Which brings us to the next topic.
Pickups
There are now pickups that drop on hitting an enemy player with a projectile. These pickups scale in size based on how much energy they hold. Anyone can pick these up including the player that got hit.
Hitting a player is one instance where pickups get spawned but there will also be randomly spawned pickups all over the map. These spawn at a random interval a bit in the air and fall down very slowly so everyone can see the pickup before it is grabbable.
Extra
Lastly a small push back gets added if a player thats plugged in gets to close to the station. This is to prevent players from hiding next to stations they are plugged in to.
Files
Get Plug and Play
Plug and Play
Couch Coop
Status | Released |
Authors | Sarah Feldmann, devondbrazel, JochenR, Jeroen Buyck, Rik De Keersmaeker |
Genre | Action, Shooter |
Tags | Colorful, Controller, Fast-Paced, Local Co-Op, Multiplayer, PvP, Top-Down, Unity |
More posts
- Devlog 10 : ReleaseMay 22, 2022
- Devlog 9 : First week of polishingMay 16, 2022
- Devlog 8 : End of sprint 2May 09, 2022
- Devlog 7 : Second week of sprint 2May 02, 2022
- Devlog 6 : Start of production sprint 2Apr 25, 2022
- Devlog 4: Second week of productionMar 21, 2022
- Devlog 3: First Week of ProductionMar 14, 2022
- Devlog 2: PrototypeMar 07, 2022
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