Devlog 7: Sprint 2 Week 2
everyone, We've been busy again this week. We are very proud of the progress the level is finally starting to come together. We are already halfway through the second sprint so we are continuously evaluating what has the highest priorities and then finish it as soon as possible. Let's talk about this week's progress
Art
This week we focused on texturing the models. We also made an extra model of floor tiles so that our floor would look a bit more interesting. We also made the level look more pleasant with the props we already had. We also wanted the game to be playable from start to finish this week. We had some problems playing the game properly for several weeks, but now all those problems have been solved there are no random death zones or too few food spawners and you can get anywhere in the level.
We replaced the ground boxes with a sculptable terrain and applied a Sand Dune shader to it. When it came to texturing the background rock, as they were huge in scale, it was pretty difficult finding a solution to texture them in a stylized way. However, we had the idea of using the sand dune shader and adjusting the parameters and the results turned out pretty nice. We also added subtle wind particle effects to make the environment feel a little more alive.
Programming
Main Menu
To start off, we have been working on the main menu. We’ve got all the basics in there like start game, controls and quit game. There is an extra prompt before you want to start or exit the game in case you accidentally pressed them.
There is also a dynamic background in the scene with a camera that moves to different location depending on what UI you click on. There’s A smooth transition between menu and the level by fading the screen to white.
Pufferfish molotov
We’ve also added the molotov recipe to the UI , and polished the indicator.The indicator is much less jittery now, and has a bit of a stylised arc.
Camera
A bit of tuning was done to the camera in the main level as well, but we’ve noticed that some more drastic changes still need to be done if we want to get a better feeling when running around the left and right edges of the map.
Level start & end
We have implemented a proper start and end of the game. When the level loads, every player can join by pressing any button. Afterwards you can press A to tell the game you’re ready to play. Once everyone is ready, items spawn, and the game starts!
At the end of the game, when everyone but one player has been killed, that last player gets a crown to boast with during the next round.
Player colors
We have added separate colors to the player character body for each player.
Spagehtti lasso
We added a custom indicator to the spaghetti lasso combo item
We are very proud of the result and it looks like we will be able to deliver a very nice level within 3 weeks. We can't wait for your reaction to our game Foodfight
Thanks for reading the Devlog, and we hope to see you next week!
~ FoodFight Team (:
Files
Get FOODFIGHT
FOODFIGHT
Status | Prototype |
Authors | AxelAvez, Rick van Gaalen, jdelanghe, RemiVerlinden, Kenneth |
More posts
- Devlog 10: First releaseMay 22, 2022
- Devlog 9: Polishing the gameMay 17, 2022
- Devlog 8 : End Of Sprint 2May 10, 2022
- Devlog 6: Sprint 2Apr 26, 2022
- Devlog 5: The last week of the sprint1Mar 29, 2022
- Devlog 4 : week 2 of sprint 1Mar 22, 2022
- Devlog 3 : Production PhaseMar 15, 2022
- Devlog 2: Finished PrototypeMar 08, 2022
- Devlog1: ResearchMar 01, 2022
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