Devlog #03 - Design Phase!


Hello everyone,

I hope you are having a great day. This week has been quite productive for our team. As usual, we started with a meeting to discuss the progress of our project. We reviewed the documents and continued to work on the prototypes. Later, we had a meeting with our supervisors who were pleased with our work, but also provided us with some valuable advice and feedback. They emphasized the importance of making everything crystal clear in the artbible, as some of the examples were not sufficiently explicit. For instance, we wrote a rule stating "no straight lines," but there were some straight lines in one of the examples, which could confuse a nervous person. Therefore, we modified the artbible to ensure that it is clear what is permissible and what is not.


During the rest of the week, the artists focused on refining the artbible based on the feedback from our supervisors. They also finished up fixing some of the core problems we had with the toon shader such as the outline being pixelated and not represent correctly on cube shaped objects. Now the shader is ready to be used for our game. 


Meanwhile, the programmers worked on a system to ensure that players can easily distinguish their characters as it important a fast-paced fighting game. We achieved this by adding colors to the characters. Furthermore, we created a system that spawns weapons at random locations in the scene. This system has various parameters, such as the maximum number of weapons, spawn frequency, and weight of every item type. This system serves as a great testing tool and will enable us to create unique matches in the future.


To ensure that our progress was on track, we organised a second meeting in the middle of the week. We discussed the progress made so far and identified areas that needed more attention. 

The programmers also dedicated some time to improving the game mechanics. We worked on the slap mechanic, which involves clicking X to punch someone in front of you. Additionally, we added a dash mechanic to make the game more engaging and dynamic. To make the dash feel more crisp, we implemented a teleportation system that uses raycasting to prevent players from getting teleported into a wall or outside the level. While this system feels nice, we are considering using "forces" to move the player instead. This would enable us to achieve a smooth exponentially increasing speed during the dash, providing players with a more satisfying experience. Overall, we are committed to delivering a game that is not only fun but also polished and well-crafted.



Finally, at the end of the week, we had a meeting where we made a rough planning and time estimate for all the tasks that need to be completed. Overall, it has been a productive week for our team. We are confident that we are on track to meet our goals, and we look forward to tackling new challenges in the coming weeks.


Files

Eggsterminated!-v0.3.zip 26 MB
Mar 19, 2023

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