Devlog 9 : First week of polishing
The finish line is almost in sight! Now that we have finished our first week of polishing, the game is starting to look even better now. We are getting to the final stages and are cleaning everything up.
Art:
All the vfx that has been added has been refined and tweaked to fit more in the game. Parameters were tweaked and set to the right ones.
All assets that previously did not have an outline around their model, now do have them. This adjustment has been done to fit the hero objects into the scene more fittingly. While having hand painted outlines is definitely an excellent start to get the artstyle right, having that little bit of extra outline around every model is really the icing on the cake.
At first it was considered to only have the cylindrical objects display outlines, but that was quickly changed to have universal outlines around all objects.
Additionally the oil pickups now have a pretty new update. Rather than being a shiny orb, now we have a gas-canister-like airdrop carried by a parachute.
We also worked on adding additional UI elements like a countdown at the start of a round and little icons on what buttons to press to open different menu options.
Sound:
This week one of our artists started making all the custom juicy sound effects that will make the game very satisfying and fun to play. Not only are we making sound effects that play at all actions the players experience, we also make sure that each sound that is played repeatedly has enough variation sounds so the players don't get annoyed with the same sound playing over and over again.
Sound effects being made in reaper
Programming
-Sound effects
A big portion of the sound effects have been implemented in the game.
-VFX
Alot of vfx has been implemented to increase player feedback and make the overall game feel more fun and polished.
Depleted vfx: When a player is depleted(no energy) they now have an animation indicating that they are moving slower.
On shooting a projectile there is a nice vfx playing indicating that the player fired, this scales with how much the player charged the shot.
Dust clouds have been added that spawn when a player moves, this scales on how fast a player is moving.
-Pickups
Implemented model on pickups. Pickups drop with a parachute that gets deleted once they hit the ground.
The number of pickups that are spawned from getting damage/losing energy now scales off of the amount of energy instead of the damage players get.
-Menu
Players now need to connect with the start button instead of any button.
Main menu how to play image gets loaded after players are ready and press continue. Then players have to press start to load the game.
The end menu now has working buttons.
-Bug fixes
Restart button now works as it should.
Correct Player model now gets spawned in the end screen to display the winner.
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 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 5 : Last week of production sprint 1Mar 28, 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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