Devlog 9: Final features!


Hi again!

This week was the last phase of our sprint, the last chance to add new features to our game.  So we  started to work on the last things missing from our game.

Art.

We added some final art to our scene. We decided to add Japanese lanterns to increase the Japanese feel in our game. Modeling and texturing went pretty good, since we've don this quite some times by now. But once the texture and model were implemented into Unity, we wanted to add lights inside of the lamps. to see these lights the lanterns materials should be translucent. After experimenting a bit around with the material settings, we still had no promising results. As a second try we tried to make a shader for the lamps and see if that could work. After losing quite some time on this we came up with a different solution. Since the camera doesn't move in our game, the lamps will always been seen from the same angle. So shining a spotlight  on the lamps from the right angle made it look as if there is a light inside!


Sound.

Last week we already had most of the sounds. The only sound we kept struggling with was the background music. We wanted to have music for when the game is booting up and in the lobby, and a different tune for when the players were battling. Since we have no sound designer in our team, we have no skills in making music ourselves. So we did what every desperate design team does; ask AI to do it for us. After searching and experimenting a bit, we finally found a tune that fits our game! 🎶

Animations.

We finally started on animated our character. After some research we decided that it would be best to animate the characters directly in Unity.

First you see the idle animation then the death animation, a hit animation and as last this the walking animation.


RFX.

This week for the RFX was used to implement the effects in the game and tweak them were necessary. there was also a new effect made for when your charge is full. This way the players have a better understanding of when they can attack each other.

 

UI. 

For the UI this week was spend in making a start and end screen with some animations in it to make it come alive. We also added our controls so that you don’t have to go to our page to find them.



Programming.

This week in for programming it was important that we made a player manager which could take care of a bunch of things. Because of this manager we now have a working HUD that correctly shows the lives, health and charge meter.

For most of the development so far we have always only had 1 color for the player, that was also rectified this week, now each player has their own color: yellow, red, green, blue.

The menus that have been made by the artists are also implemented now, making a full game loop: "Main menu -> lobby -> Game -> End Menu". The end menu transfers you back to the Lobby when you press restart.

In the lobby scene the player now has unlimited lives and can therefor play and practice for as long as they want, before moving on to the actual game scene.

When the players want to play, they simply press B, a timer starts and the battle can begin.

When the timer is done they get sent to the game where they can battle it out.

Other than that, there was a bunch of bug fixing that we had to do, and finding new bugs which we will fix in the coming weeks.

Get BrothBrawlers

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