Devlog 10: First release


Programming

The end is near, this was our last chance to squash any major bugs that were still present in the game.

Level:

We made sure that the player had no way of leaving the level area by adding bounds around the ocean part of our level. All of the meshes that were placed on top of the ocean now have a script that randomly lets them float up and down to give a feeling like they are actually in the ocean. The camera has also been changed one last time.  Players are now able to run to opposite sides of the map without distorting it.

Lasso:

After play testing our game we noticed that the lasso was  bit underwhelming.

The lasso is supposed to be a utility item that allows you to pull an enemy. Before the changes it didn't do enough damage to be useful compared to the other combos and didn't provide any other useful benefits. Changes to squid lasso: added a long stun when hitting other player so you can follow up with another combo item without any getting any resistance from the opponent.

UI:

A lot of work was done on the UI in every way possible. The entire main menu UI now uses assets made by the artists instead of using the basic unity font. Just like in the main menu, the HUD uses new and improved art. The end screen supports restarting the game and going back to the main menu. The code for this was already in the game, we had issues the week beforehand on getting the controllers to work on this menu. This was fixed this week hence there being a navigable end screen. Sound: Quite a bit of time went into the sound this week. The player now has sounds when getting hit or upon death. Persistent music has been included to the main menu which will keep playing after loading into the beach scene or back into the main menu. There is also a sound when clicking on UI elements and a separate sound after clicking the Start Game button. After eliminating all your opponents you will now also hear a special victory sound jingle.

Winner winner chicken dinner:

We have been toying around with giving the winning player a crown. We finally got it working. Whenever someone wins the game, you'll know who to hunt down in the next round ;)


Other minor changes:

  • Fixed funky collision on tables.
  • Removed mouse cursor from the screen
  • Fixed bug where Molotov would explode on walls
  • Players now walk faster
  • Kitchen was re-ordered to streamline gameplay

Screenshots:



Restrospection
So, we have come  along way from where we started,  but this week we wrapped up the development of out game Food Fight. It was a lengthy process but we managed to deliver a game that is fun to play and has a lot of replay value. Out initial goal was to make a game that is quick, exciting, and fast-paced. A game that is easy to pick up and easy to restart, where the player is constantly on the edge of their seat and is on the move constantly ,that was our initial vision of this game.
Nonetheless, despite all the features that didn't make the cut we focused all our efforts on polishing the game and making the game the best it can be with all the available components.
And so we improved on a couple of things during the last week, like the fact that now our water shader has waves, but we also improved on the starting menu screen, to make it more interesting. We had to make to make some hard decisions on what we wanted to improve on and what we needed to leave as is, but all in all I think our team should be proud of what they have achieved thus far and we would like to thank  everyone who has supported us thus far.

Thank you, and without further ado, please enjoy our  game: FOODFIGHT,
and thank you all for following our journey.

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