Dev log Week 007: Quarantino Royale
Happy Easter! Or was it Christmas? I lost track of time a long time ago. Food supplies are running short, I only have 2 rolls of toilet paper left. There are people knocking on my door every day. They say stuff like, "I have a package for you." or "Sir, this is the police please remove this barricade from your door.", but I see through their lies. Why are we still here? Just to suffer? Every night, I can feel my leg and my arm... even my fingers... the body I've lost... the comrades I've lost... won't stop hurting. It's like they're all still there. You feel it too, don't you?
Introduction
These past weeks have been very busy because of the quarantine situation we are all in right now. We focused on merging everything that was finished into the current playable state of the game, and fixing/optimizing stuff we made during the last iteration. At this point, the level is almost completely done and the player character is also nearing completion.
Art
Last week we made a system for destructible props, but this proved to be very bad performance wise. That's why this week we redesigned the entire system from scratch.
Bushes now get destroyed on impact and play a particle effect that spawns leaves and small branches.
Trees and lanterns now fall over first, and subsequently fall through the ground after a few seconds.
Benches and fences now break in predetermined pieces and despawn after a few seconds.
We also made some small iterations on some stuff from last week.
For example, the bomb explosion now also launches the car wheels.
We also made a new iteration on the render settings.
Programming
As the weeks before, we once again improved the car movement a bit. The character and effects are now also implemented and linked to the car movement. As you can see, the FOV of the camera also changes depending on the speed of the car. This makes it looks like the car is going fast.
We started working on the functionality of the UI. Some of our systems had to be changed to work with the functionality we wanted for the UI. Here you can see the main menu. The Play button will only be unlocked when the player count is equal or larger than the required player count. The options button isn't functional at this moment because we haven't made the options menu yet.
We you press Play in the main menu, a pop up will show up where you can change the game settings. At this moment only the amount of bombs can be changed. The maximum value of the slider will scale with the player count.
When you are in the game settings and the player count goes below the required player count, the main menu will show again. The game can't starts until the required player count is met.
Files
Get Boomers
Boomers
Status | On hold |
Authors | JonasBriers, Steff Feyens, ElineMelis, HannahGeilen, RubenVO |
More posts
- Dev log Week 11: At the finish lineMay 25, 2020
- Dev log Week 10: Is this the end?May 13, 2020
- Dev log Week 09: Polish and optimizationMay 06, 2020
- Dev log Week 08: End of Production, Start of polishApr 29, 2020
- Dev log Week 06: The beginning of the endMar 31, 2020
- Dev log week 05: Development week 2: Electric boogalooMar 24, 2020
- Dev log week 04: First week of developmentMar 17, 2020
- Dev log Week 03: From prototyping to developmentMar 10, 2020
- Dev log Week 02: PrototypingMar 04, 2020
Leave a comment
Log in with itch.io to leave a comment.