Devlog 6: Production Phase 3


Coding: 

This week our main focus was polishing the gameplay we already had. Firstly we made our camera move around the level on the right track because we had a good overview of how our level would look. 

We started on adding in items this week. The first item we added in our game are "shoes", if you pickup this item you get granted a speed bonus while wearing them. After a while these shoes will be removed or if you die they will also be gone.


We also worked on implementing the animations but after doing this there were a bunch of issues with the animations not working properly, it will be something to look into at later weeks.


We also focused on making our gameplay environment more fun by adding jumpPads, teleportes, moving platforms and falling platforms.

JumpPads:
[Insert GIF]

Teleporters:
[Insert GIF]

Moving Platforms:
[Insert GIF]

Falling Platforms:
[Insert GIF]

Art: 

This week we worked on finalizing the main tasks 

The bomb particle had some more work done to it, we changed a lot from the emitters and effects from last week, like the smoke effect got a new animated alpha and the explosion (embers) got a new look and feel to it. We also added a flash effect. these particles still need a bit more time and love to finalize.

Explosion V1

Explotion V2 

Explosion_v2


For our second particle we made the flame border, we went a head and made a seamless alpha that can be spawn in a line and be pasted next to each other seamlessly and it also uses multiple flames to make an animation happen in the scene. This particle effect is also still in development.



The main level layout is also made, we made level a prefab in unity for easy use and placement. the level is now ready to get the final artwork on it and be played in the game. We work with a tile pallete system so making the art is just a simple operation of updating the tilemap texture to the new ones, so the level will stay in tact.


 We also updated the bomb, after making a 2d placeholder for the bomb we decided that we needed to model and render the bomb the same way that we are rendering/making the character, and that is in 3d and later on rendered out in the pixel shader that our team made.


Files

BuckleBomb-v0.6.zip 31 MB
Apr 25, 2023

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