Devlog 5: Production Phase 2



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Coding: 

For our coding we made the camera mechanic work, now our camera moves around the whole level at the same speed. We increased the size of our level to test this out. The players will still die when they hit the border, but now the border moves so players have to run with it.


We also added the start of a respawning system. Our respawning system looks very similar like Super Smash Bros, when a player dies he will appear at the top of the screen on a platform. After a while the player will fall down, if the player is in a tile at the moment of respawning he will fall through the level until there is no more collision with the level. You can also manually go off the platform by jumping, moving or dashing.


This week, we also implemented a new feature that allows the bomb to explode every 10 seconds. If a player is holding the bomb when it explodes, they will die and respawn using our new respawn system that we showcased earlier. At the start of the game, the bomb will attach to a random player. If the bomb becomes unattached, it will automatically search for a new player to attach to. This means that if a player holding the bomb dies, the bomb will move to another player and explode again, repeating this process until the game ends. We're excited to see how this adds to the gameplay experience and can't wait for players to try it out!

Art: 

This week the artist worked on making the main particles used in the game.

In the previous devlog we made a pixel material in unity that converts normal 2d shapes (sprites) into pixelated sprites with adjustable pixel ratio. this week we implemented the shader into our particles.

This bomb explosions particle is made from 2 different emitters, one for the smoke and one for the embers.


We also started to design the first draft of how the bomb will look like in game, the bomb will flicker different colors indicating that it will detonate soon.


For the environment we did some small changes in concern to the color after testing this in Unity. Furthermore we started designing the wrestling clock, which yet has to be tested in game.



We also started on some of the assets we want to use. These are still in an early stage and have yet to be changed to fit in the game.


Files

BuckleBomb-v0.5.zip 30 MB
Apr 18, 2023

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