Devlog 5: Sprint week 2


Hoi !

We already worked hard during this sprint, so I have plenty of new stuff to show!

Character

Bowl

We have a character model! The game can be player by 4 players so we already made 4 different character meshes. each with their own color and ingredients. Later in the developmetn we want te soup to move around in the bowl, increase, decrease and spill out. To accomplish this we would need the ingriedients to be a different mesh from the bowl. So we made our character model already prepared and with that idea in mind. 

Chopsticks

The second part of the character is the chopsticks. This is the weapon of our characters. Each of the 4 players will be using the same chopsticks, wit only the color of the strap being different. We made the texture in a way that each model can use the same texture, but the engine will determine what part of the texture it shows. Loading in 4 different models with 4 different textures would take up a lot of memory. 


Shader

We also worked on the shader. To give the game this comic book feel we wanted to outline our character with a black outline. This shader was hard to make a gave a lot of issues. We had issues with hard edges, colored models and textures. But after some testing and tweaking some values in the shader graph we managed to make it work.


Enviroment

Oriental plate

In the middle of the playfield we wanted to have an oriental plate to spice up the gameplay. This plate should spin around and move the player around when walking on the plate. Since this plate is part of the environment, it was important to not make it draw too much attention. Desaturated colors and subtitle textures was the way to go. The way the mesh looks in Maya and in Unity is quite deferent. After some trail and error and adjusting the texture we made it work the way we wanted to.


Salt

The oriental plate contains a couple of objects the player can bump into. One of these object is the salt bottle. This is the first object we made that contained transparency. Turns out transparency is harder than expected. Making the model and textures in maya worked out fine. But once we exported this to Unity, the problems started to come in. Sometimes small issues can take up a lot of time, and this wasn't any different with this issue. We encountered a rendering problem that we haven't been able to fix yet. Hopefully the problem will be fixed by next week.


Next week

We're still working hard on our first sprint. For next week we each have our own tasks to finish and a deadline to make.  After next week we should have finished the first sprint and already have all the core mechanics and art in place.

Files

BrothBrawlers-v0.6.2.zip 30 MB
Apr 18, 2023

Get BrothBrawlers

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