Devlog week 9: Polish fase 1


Devlog 9

Well well, the production fase is finally over and we have made it to the Polish fase, my name is Lucy and I am here to announce what we have achieved in the production fase and what we are going to do in the polish fase!

Code

For starters, we are very glad to announce that the game has been fully finished and we are even done with our first week of polishing! To start we implemented much more player feedback, including but not limited to: "Different splash effects on different projectiles, power up effects, gun effects when shooting, wall hacks, haptic feedback for projectiles and tile shakes, music, sounds, ...".

Let's show some of these player feedback effects! To start here we have a lovely rainbow effect when you become invincible:


We now also have a different splash effect when shooting different weapons, the purple grapes have a purple splash effect:


Here you can see the damage multiplier effect around the player when they grab a damage powerup:

Here is he effect of the juice field left behind by the lemon (and also a the number indiactors showing howmuch damage is done to a player):

And finally here is an effect for when you throw a grenade apple:


What you may have noticed as well is all the surround effects, the wind blowing through the sky, aswel as the splashes of water when a tile sinks, ... .

Me and Connor, the other programmer have implemented all these RFX's; we also tweaked the game even more, changing around some damage values, playing with sizes of projectiles. Furthermore we have fixed a ton of bugs that pop up left, right, up and down, all to make the game the most enjoyable. Finally we have implemented a new updated in game HUD, aswel as some special effects (Slow down on kill, some haptic feedback when a big projectile bounces, ...) .

But that will be it for the coding side of things, now on to the Artists:

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

FruutWars-v0.9 488 MB
May 16, 2022

Get [Group02] Fruut Wars

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