Devlog Week06: 3th week of production


Programming/Mechanics:

  • Enemies:
    • Enemies behave weird when 1 of the players died. This is fixed now.
  • Spears:
    • Spears weren't dealing damage, now they do and they give a small pushback to the enemy they hit
  • Players that are connected:
    • Players that are connected and went to far from each other disconnected and their net disappeared. Now players can walk away from each other, but when the net is at its max. stretch (while moving), the player walking too far gets pulled back. When 1 player is moving and another player isn't, then the moving player can drag the other (idle/not moving) player along. Of course you can still go too far away from each other and so the net will disconnect (the net snapped).
  •  Player selecting other player to make connection:
    • It wasn't really clear where you were pointing to or who you selected. So now we added some new things and got rid of other things: When using the right stick to aim at a player, you want to be connected with, a 3D arrow is displayed around the player in the direction you are aiming. The aiming wasn't easy, so now we added snapping when you aim close to a player.
  • camera 
    • the camera is now way smoother and doesn't let the players go outsided the screen.
  • Rage bar
    • we added a new bar at the bottom of the screen
    • this bar represents how angry the God is.
    • it has 4 stages.
    • For now when you reach the final stage the lightning get triggered


Art

This week we finally assembled the level together with a few pieces still missing but already looking really good



With addition of the water, the tropical island setting is coming together nicely.


For the extra assets, we made some more modular pieces and most importantly, we got rid of most of the placeholders!



So here is a small overview of most of the assets that are already done and used in the level.


Files

IslandRush_Production_W3.zip 26 MB
Apr 02, 2020

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