Devlog 10: Polish!


Hiya!

We arrived in our first week of the polish phase. In this phase we get to add all the fun little things that aren't important but make the game seem and feel much better! 

Lobby

We started of by giving our lobby an update. The lobby and game field used to look exactly the same. For the lobby we went for a cleaner version of the playfield. No messy stains of broken bowls, just a clean set table ready to dine on. We also added many object to interact with so the players don't get bored while waiting or their slow friends. 

Dynamic playfield

We felt like our playfield was too static, so we wanted to introduce some movement into the playfield. The first way we tried to do this is by making the lamps move up and down. of course this shouldn't be distracting for the players so we made them move quite slow. We had quite some issues in the past with animations, and for the lamps this was not different. Playing the animation made them move positions, the light was located wrong or not visible at all, and all other sorts of issues. After making the necessary parent objects and making sure everything was set to 0, 0, 0 the lamps started to work! It's a small thing but we feel like it makes the game feel much more alive. 
A second idea we had to make the scene less static was to make the 4 flags on the playfield move in the wind. With this too came quite some problems. Even problems big enough to crash our entire Unity. After watching some tutorials and some trail and error, we managed to make the flags work. Again a small change that add a lot! We also updated the flag texture a bit,  the Japanese writing on the flag actually means the corresponding color when translated.


UI

We finished all the main parts of the UI and added sounds to it! 
There is a mainscreen with controls and cretis, start and quit game. A join lobby UI that explains how to join for the players. A colorful HUD and endscreen.
Now the buttons also have clicking and hovering sounds besides changing their look.
The timer has a drum sounds and we added an animated gong that tells the start of the game with a very cool sound.
The images are animated and the endscreen displays the winner.

rfx

This week the last 2  FX were made for the game! the full charge and the respawn FX, the full charged FX will play when the player has fully charged their attack!

 

When a payer respawns you have a few seconds to catch your breath! for this a shield FX was made to visualize this respawn time. the colour of this FX is still subject to change.

Programming

For programming this week we had to focus on fixing bugs and improving the play experience. 

Now there needs to be at least 2 players before it is possible to go to the game scene, as the game is not a playable game on your own. Also now the players that joined in the lobby automatically spawn in the game, you can no longer join during the game itself. This fixes a couple bug, the most major one being that players could respawn after completely dying.

We also added sounds to most areas, drastically improving the atmosphere of the game.

The winning player will now also be displayed on the end screen, which is always fun to see, unless ofcourse there is no winner and the players run out of time.

One of our programmers also implemented some more player feedback, a super saiyan charge thats starts playing when your character reaches its charge limit

Other than that there were several minor bug fixes with for example the health pickups having the wrong values, this was caused by particles being skipped for no apparent reason.  We are ofcourse still working on more bugfixes and will continue to do so for the last week of this polish sprint. 

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