Devlog 11: We made a game!
Hello Brawlers!
After weeks of planning, modeling, programming and designing we finally have a finished product! Even tough there's still plenty of things we could add or finetune, we feel like we have our first fully functional and polished version. Here are some of the final things we worked on during this final week.
Final tweaks
The seam between the wall and the floor has been bugging us for a while now, so we added a baseboard in between to make the transition cleaner.
We also did a final lighting pass. We adjusted the lighting in both the lobby and the game scene to make the more coherent. In contrary to that, we wanted both scene to be completely unalike in terms of stains and dirtiness. So we decided to add even more trash and rubble to the game scene. Here's what the final game scene looks like.
Additionally, we also added some final sounds. One sound that was still missing was the charging sound. For this mechanic we used a satisfying popping sound the increases in pitch the longer you charge. Besides that we also added collision sounds for when two bowls bump into each other. A small change that adds a lot in my opinion!
Last week we had an issues with the sound manager script. When playing the game its not uncommon for multiple sounds to play at the same time. All these sounds would come from the same audio source component. Therefore Unity tried to mix and blend all these sounds together, but in a wrong way. This resulted in weird blocky 8-bit sounding audio. After rewriting the sound manager script this week, our programmers managed to fix the issue.
A final important thing we fixed this week is the respawning system. When a player dies, he respawns and floats above the playfield for a couple of seconds. This goes together with the satisfying blue sphere RFX we showed last week.
Lastly, some minor tweaks:
We added randomness when slipping, to make it feel more like slipping instead of an intentional slide.
To make the game more immersive we added some more vibrations to the controller for certain events: charging, respawning, jousting, ...
Besides that we did some more tweaks in some values concerning speed, weight, ....
More time?
We still had plenty more features in mind that we just didn't find the time for to implement. If we ever continue working on this game we might implement the following features:
• Give the players the choice on what color they want to be.
• Add a setting screen that allows the players the choose the amount of lives, jousting power and many other settings.
• Give players the options to leave the lobby.
• A pause screen.
• Different maps, each with there own challenges.
• Make the soup in the bowl decrease and increase depending on how much life the player has.
• More events during the game (like the plate that changes rotation).
• Make the camera focus on where the players are in the game field.
• And many more!
Final thoughts
This being our first real game project, I think we all learned a lot about the game design pipeline, how to work in a team, and many other new skills. The game definitely turned out different that we had first in mind after our first idea pitch. In a good way! I think it's safe to say we can be proud of this project. I think we also had a very strong team, where everyone was pulling there own weight and had there own "expertise". This project definitely got us hyped up for more game projects. Seeing our game grow from prototype to a finished product was quite the experience!
Anyway, have fun playing our game!
- The Broth Brawlers Team
Files
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BrothBrawlers
Status | Released |
Authors | laradadda, rvanhecke, Twanny, OdoStruyve, ArletteBessems, Franka Vleeshouwers |
Genre | Fighting |
More posts
- 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 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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