Devlog week 4: Production Fase 2


Introduction

Welcome back to the fourth installment of our development log for the "FruutWars" game we are developing. We're very excited to show you what we've been working on, and what we will be working on in these coming weeks.  The development fase of our project has been underway and we can already see some progress!  

First of all, let's talking about the behind-the-scenes of the whole thing, the programming:

Programming

More mechanics

This week we were able to get some more stuff done, the implementation of the BasePowerup and according powerups have been implemented, well most of them anyway. Vitamin B, D, E and K are here! They can give you shield, replenish your dash, give you a damage multiplier and restore your health! 

 

Furthermore we have expanded on the player character and even made some characters already! Say hello to Commisioner potato, one chunky size of man! Each player now has some restrictions on dashing, and have an energy system, this will allow them to dash 3 times (configurable ofcourse!) and they will passively replenish health.

Finally we did some tweaking on player spawing and this is well underway now! Soon you will be able to choose some characters and spawn in!

In-game UI

The UI also got some changes, you can now pick a player and you will then play as that player in the game!

Art

Now, for the in-front-of-the-scenes of the project: the art. We have a lot of exciting things to show you!

Environment design

The look of the game is really starting to take shape now, with our talented environment artist having worked out a very compelling draft of the first map of the game. This environment includes materials,  a grass shader, that moves in the wind and shifts when players walk throught it, a water shader complete with waves, ripples and foam around the edges of the land. As well as trees that shake ever so slightly in the wind as well. Also take a look at the destructible crate that players will get to smash during the heat of battle to potentially turn the tide!


Commissioner Potato 

For the players to experience the wonderful environment maps of this game, they need an engaging character to play with. While we still have plans to implement at least 3 more characters, we are right on track now to finishing our first loveable character: our Commissioner Potato, who now has now been fully modelled, rigged and will soon be textured to look as dashing as he can.

   

Left: Commissioner Potato gets his groove on to show off his rigging, right: A look at the commissioner in unreal engine 4.
Our first basic weapon, and powerups

Lastly, remember from last week how we had that gray basic weapon that players would start out with? It's starting to look a lot more colorful. The weapon will feature some bright colours to stand out on the battlefield, and just as colorful particles to have your victories stand out even more. Add to that the powerups that will spawn from those crates, that we just finished adding materials to, and you can see our game is really starting to take shape. 

   


Conclusion

We're very excited for how the game is starting to look like, and at the rate we're going we have every bit of confidence that the project will see its completion very soon. Next week, we plan to get the first playable character completely functional in game, perhaps even with some animations to go with it, as well as a map fully playable.

See you next week,

The Fruut Wars team.

 

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