Devlog 8: Getting closer to a completed game!
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We're in the second to last week before we need a working game containing all (or as many as possible) working features. So we started working on some final features.
Art
We wanted to make clear that it's not a good thing for the player to fall off the table. Last week we already started on some assets and decals. This week we made some more and improved the ones from last week. For example the knife and the spoon we made last week, looked way too clean. So we added some more dirt and nasty stains to it.
We also felt like the ground wasn't cluttered enough with just some assets and stains, so we made some broken ceramic shards as well. We made the in 3 different compositions so we could use them on different places without looking repetitive. We also placed the not broken cup on the ground, to give the player an idea of what the shards were before they were broken.
Here's a quick before and after. We think it's way more clear now that the floor is not a place you want to end up on!
In our previous weeks we had no shadows in our level, so we made sure to rework the lighting as well.
This is the lucky cat when it appears on the sides of the table it prevents you from falling off. We are still working on the implementation of it, but the model is finished.
Sound
We also created and improved a lot in the sound field. We made many different sounds for every possible event in the game. These sounds are not implemented in the game yet so it's hard for us to judge yet whether or not these sounds are fitting. We also improved some sound effects with more "human" sounding sounds. This in the cutes way possible to make it sound as appealing and non disturbing as possible. For example a cute "owch" when a player is hit, or a short and high pitched "aaaahh" when the player falls off the table. This way we feel like the player will be able to connect more with his or her in game character and make the game therefore more immersive.
But many sounds may still be tweaked once they're implemented in the game and can be tested.
RFX
This week for RFX most of the work went into the gong animation. This animation will be played as a random event in game, a gong will go off and make the entire level shake!
This animation was hand drawn frame per frame!
The other fx made this week is the slip fx, this will play when a player slips on soup left on the ground.
UI
We implemented a lot of features in the HUD. The fun and colorful UI shows for each bowl the life and the charge. It also comes to life with a few animations. When the players die the bowl spin and turns red. When the players takes damage a soup stain appears over the bowls.
The countdown and timer are also animated, they have an entry, idle and exit animation.
Programming
This week we we made a timer so that the game eventually stop if nobody has won by that point we also added a countdown for the start of the game.
The centerpiece of the playfield, the circle, also will now change direction and or speed at random intervals
we also worked on a very basic lobby scene and the transferring from lobby to the game scene, also for the moment when the end of the game happens you will immediately be transferred back to that same lobby scene
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 7: The second sprint has arrived!May 01, 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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