Devlog Week08-09: production to polish
Island Rush » Devlog
As there was no devlog last week and last week was the last week of production. Here is a combination of both last week (production) and this week (polish).
PRODUCTION
Programming 08:
New/re- implemented things:
- Collecting food was way too hard and so we've changed this. When food is close to the net it's weight increases (so it moves slower) and at each end of the net there are collision boxes to stop the food from rolling away from the net.
- All particle effects that our artists gave us are implemented for:
- Falling in the water, taking damage, lightning strikes, a new arrow, player attacks, player spawns, player dies, crab attacks, crab spawns, crab dies, food falls from trees, the tree gets attacked by player, slippery area, sticky area and food gets collected
- New healthbars are linked
- Crabs have been completely reimplemented:
- Crabs are now using a navmesh to travel through the whole map and are being spawned on a certain path they follow until they spot a player. When a crab on a certain path dies, a new crab gets spawned on that path.
- Our trees now spawn food!
- You can now only use the weapon when you press RT to attack, the spear is pushed forward and while doing that movement it deals damage. You can not only attack crabs with the spear, but also some trees (not all trees). Attacking a tree reduces the time for food to fall from the tree.
- The weapon now at the place a player (that held the weapon) dies.
- The Crab now has animations for:
- Walking and attacking
- The player now has animations for:
- Idle, walking, attacking and dying
- The slow and slippery fields now get spawned at a fixed place and a random one gets set active
- Health regeneration
Fixes we've done during this week:
- The crab was looking the wrong way using this new navmesh, so we fixed this.
- A new net model was added in the prefab
- Since this was the first time using animations we encountered some troubles
- We made sure everything in the ui was working with the new images
POLISH
Artists:
This sprint we made some animations
In order to improve the gameplay of the net, we decided to update the main stairs since they where just too small and impractical
Feedback:
In the last period particles were made to increase player feedback and to bring life to our game. Here are some of the more prominent systems:
Programming 09:
- We added a nice curve to the net when collecting food. The amount of pieces that you're dragging makes the curve either bigger or smaller. The curve also swaps around in the direction the net moves (by using the center of the net as a reference for this).
- The crabspawner has a bigger delay of respawning a crab. (from instantly spawning to 10s delay)
- Food has the feeling of being way heavier and isn't rolling all over the level anymore.
- The food won't constantly keep spawning now it will only spawn when not enough food is in the level
Fixes:
- You could not always deal damage with your weapon (when too close to a crab), even though you pressed RT.
- Food didn't get destroyed when falling into the water
- A minor respawn bug was found and fixed it had to do with the height the player would respawn
Files
IslandRush_ProductionToPolish.zip 34 MB
May 07, 2020
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Island Rush
Rush with your friends!
Status | Released |
Authors | Nicolas Thuaud, EmmanuelPutman, NoachVandekerckhove, ErwinvanDieren, TimWilmsen |
Genre | Survival |
Tags | daegamejam, friends, fun, funwithfriends, gameproject, god, groupproject, island, Top Down Adventure |
Languages | English |
More posts
- Devlog Week10: Final TouchesMay 14, 2020
- Devlog Week07: 4th week of productionApr 23, 2020
- Devlog Week06: 3th week of productionApr 02, 2020
- Devlog Week05: End of Production Phase 1Mar 26, 2020
- Devlog Week04: First Production WeekMar 19, 2020
- Devlog Week03: Final prototype phaseMar 12, 2020
- Dev log Week 02: PrototypingMar 04, 2020
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