Dev log Week 09: Polish and optimization


Introduction

In our first week of polish, we focused mainly on finishing assets and functionality that was in the works and started refining all existing content. We looked into performance and thought about how we could improve it.

Art

We further adjusted the final level with some extra props and some more environment.

There are also new textures in the works for the player characters to better differentiate the players during gameplay.

We also added a mechanic that allows the player to hide in the tunnel by lowering the height of the beam when driving in it.


Programming

We did a couple of bug fixes and small improvements. We also made sure the UI scales in the actual build (previously it only looked good in the Unity Editor). We added a new UI menu that shows the controls of the game (instead of the options menu which was planned first). Previously when you would connect with 3 players, 1 of the split-screen squares would still show the previously shown UI. Now we draw a black plane before showing the split-screen squares and the 3rd camera is now in the bottom middle.



It's now much clearer when there are only 10 seconds left, so the bomb holders know they gotta hurry to pass it over before they die!



We looked into the performance drops our game experienced. We think we finally solved it by disabling the alpha testing in the shaders that don't need it.

Last but not least the controllers will now also vibrate when you bumb into someone with the bomb.

Files

Build_Week08.zip 24 MB
Apr 29, 2020

Get Boomers

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