Devlog week 8: Production fase 6
Devlog 8
Code
Greetings readers, Lucy here. I'm pleased to announce that we have managed to implement the final touches for our game, right as the second production week comes to an end! The game is now fully playable and will recieve some final touches as we head into the polish fase! Feel free y download the latest build to check it out for yourself.
With our current framework, we were able to quickly implement the final gameplay touches our game needed, allowing us to create something trully special.
We as programmers started by implementing the final 2 weapons, the grape tommy gun, corn shotgun and the grenade apple. This makes our assortiment of weapons complete, allowing for a ton of versitalty.
We also implemented the gun icons into the hud so that you can now see what weapon you are wielding!
Finally we fixed a ton of a bugs and improved the gameplay, allowing for more fun and iteractive playtime! We are now happy to announce what the artists have done.
Special Effects
this week was mainly their to create and update special effects thig give the game more a bang... literally. Things didn't go smoothly however, all of the rfx still having major issues. One of the common problem that occurring is the brightness of the scene is fighting with brightness of the special effects we are creating.
with the end so near, I've mainly focused to get some part, or at least all meshes/textures and unwraps in the game so they are ready to added to emitters and Niagara system, once we have a good base its more like playing with sliders colors and sizes to create variations. the main problem is sometimes Niagara just doesn't tell what's going wrong. and so you can spend losing an hour trying to figure out why your mesh disappeared, only to realize it might be better to make the effect from scratch.
for example: for the corn shotgun it would be a fun idea to have a bullet hit the player and turn in a piece of popcorn. so the meshes and textures or made, but the effect still needs to be made.
Scratching ideas
Not all ideas made their way into the game> After taking so much time for Just Commissioner Potato we knew we couldn't add a second character. But that wasn't the only idea we had to drop. time was ticking and a lot of the smaller stuff needs to be done to, like weapons icons. So did we make an icon for the melon, but we just had to drop it, even tho we had the meshes done. It whouldnt scale well with the game, and might feel to overpowered. The state of the grenadeApple is still a bit unclear, cause the effect are in the game, but no emitters have been made ... for now.
Okay okay... but HEAR me out...
whats next. Well visuals aint everything, alot can be done with text and sound as well. so for now, the start of the polishing face, we gonna start adding sound in the game.
Files
Get [Group02] Fruut Wars
[Group02] Fruut Wars
A top down multiplayer free-for-all arena couch game where fruit is your arsenal.
Status | Released |
Authors | Lucy Lesire, Connor De Meyer, lvanmalder, konzui, DylanBoddaert |
Genre | Fighting, Action |
Tags | 3D, Casual, Local multiplayer, Top down shooter |
Languages | English |
More posts
- Devlog week 9: Polish fase 1May 17, 2022
- Devlog week7: Production fase 5May 03, 2022
- Devlog week 6: Production Fase 4Apr 26, 2022
- Devlog week 5: Production Fase 3Mar 29, 2022
- Devlog week 4: Production Fase 2Mar 22, 2022
- Devlog week 3: Production Fase 1Mar 14, 2022
- Devlog Week 2: Finalizing research phaseMar 06, 2022
- Devlog week 1: Research & PrototypingFeb 27, 2022
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