Devlog 7: The second sprint has arrived!
The first order of business for us was to take a step back and look at everything we’ve accomplished in the first sprint, re-evaluate our tasks and adjust our scheduling. When first starting a project, it can be difficult to assess how long a task will take. We also had to take a good look at which tasks should take priority over others and which tasks were missing.
As soon as we finished the new planning, we hit the ground running! Here are some of the first things worked on this week.
Art
Logo
Our logo is finished! We finally have an official logo, it’s even animated on our main page!
A logo is like the face of our project so it’s quite important that it showcases the style and the type of game we’re making. We hope you find it just as inviting as we do!
Environment
This week a lot of work was spent creating a lively environment for our game to take place in.
We made many different objects to make the scene come alive. Most of these are not yet finished and still need tweaking, especially after putting everything together in the scene. It is often difficult for multiple artists to create assets that fit together immediately, this is why it’s important to put all the assets together in one scene and see which assets need adjusting. Although most of those adjustments will be made at the polishing phase!
Rfx
After some small adjustment to the old fx work started on the 2 new fx! The death fx and the charging fx.
The death fx had a hand drawn animation of a little ghost leaving its soup bowl, you can even see it taking its little chopsticks with them. The Japanese word for death pops up in bright red and there are even some exclamation marks.
The charging fx happens when you are charging up your dash, the kanji: ゴゴゴゴ refers to the Japanese onomatopoeia, which translates to "menacing" or "rumble" in English or "gogogo" in Romaji. It is a word that indicates a tense situation. A charging soup bowl is quite menacing right?
Timing for the speed, size and rotation of the fx still need to be tweaked, this is often lots of trial and error.
Sound
We started looking for sounds to implement in our game, a silent game isn’t very fun is it! Sounds are very important to give a player feedback and it can also impact the gameplay! Sadly, we don’t have an actual sound designer in our team, nevertheless we are working hard to give you the full experience playing our game and that includes sounds!
programming
The programmers completed some mechanics including slipping on soup pickups, trying to fix some bugs including bumping.
Also a timer for the countdown to show in the UI.
One of our programmers started working on a scalable global event system for outside events and sounds.
With this event system one of our programmers made a camerashake event that gets triggered when a certain event gets called
Conclusion
We continue production and focus on completing as many tasks as we can! Incorporating the already made assets and playtest them, this way we can see which adjustments still need to be made!
See you next week!
Files
Get BrothBrawlers
BrothBrawlers
Status | Released |
Authors | laradadda, rvanhecke, Twanny, OdoStruyve, ArletteBessems, Franka Vleeshouwers |
Genre | Fighting |
More posts
- Devlog 11: We made a game!May 28, 2023
- Devlog 10: Polish!May 22, 2023
- Devlog 9: Final features!May 15, 2023
- Devlog 8: Getting closer to a completed game!May 09, 2023
- Devlog 6: Sprint 1 final weekApr 24, 2023
- Devlog 5: Sprint week 2Apr 18, 2023
- Devlog 4: Sprinting!Mar 27, 2023
- Devlog 3: Getting ready for the first sprint.Mar 20, 2023
- Devlog 2: More research and testingMar 13, 2023
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