Devlog 5: Production part 2
Welcome back folks,
Today marks the end of our first production sprint for King Of the Crown!
Programmers
Aiming system
On the programming side of things a lot of the main mechanics have their first implementation after the first production sprint. Starting with one of the most visible improvements to our dashing ability is the aiming system. Now where the player is aiming there is a line that is being drawn on the screen an at the end of the line a aim indicator is placed on the platform so the player knows exactly where he is going to end up and which way he'll be facing!
Updated Abilities
All of our abilities have been given a basic implementation and some are finished.
We also tweaked the abilities while playtesting to make sure that they're fun to use
and relatively easy to hit.
Shuriken ability
We have further implemented the shuriken ability, now we can choose how many at once we are shooting from our modular ability system. Now we shoot 3 shuriken at once that are bouncing around like crazy.
Squid ability
Next up was the squid ability, we have playtested this ability and created a new version. now the ability is fired with 3 drops at once and has gravity. This requires a bit more skill to use but leaves ink spots everywhere it touches the map.
So this ability can never really go to waste, at the very least it leaves ink spots on the map that hinder players from landing
there, because if they do they will be stuck and become an easy target.
Hedgehog ability
The hedgehog ability causes the player
to become a ball and bounce around the level
for a short while.
This way they can quickly fly away
in a hard to predict manner to get away from the other players,
while dealing damage to all players they collide with along the way.
When the ability ends the player stands on
the surface that the sphere collided with just before disappearing.
Tongue ability
The tongue ability is now partially implemented.
Currently the tongue damages any player that comes into contact with it.
And the tongue also bounces a couple times on platforms.
Later we will also make sure that the tongue can be held in place for a couple seconds,
that the tongue can drag a hit player back to the frog.
We will also cause every part of the tongue to collide with players, instead of just the tip.
The Crown
The crown is now fully implemented.
Players can pick up the crown if it isn't picked up yet
and they drop the crown if they're damaged.
The 'hitbox' of the crown is also a bit larger than the model
so that it's easier to pick up the crown.
Multiplayer
What would our game be if we couldn't steal the crown from any of our friends heads. So this week we implemented the first version of multiplayer. In the following sprints the character select screen will be added so everyone can pick their favorite character.
Artists
We had to reconsider how we would constrain the players within the field, and because the size increased, we could not keep the torii gate idea. Instead we opted to make a railway bridge to cap the level. The sides will be constrained by flat buildings.
The road mesh was also created as the base of the environment, several decals were made to fill out the space.
we created the first base mesh for our characters, this was a basic block out to make sure the proportions of the character fit our art style mentioned in the art bible. This was done by appending the basic shapes to the torso of the body and then sculpting the low poly mesches to the desired form. It is very important to use reference for an assignment like this to make sure the shapes look like their real life counter parts.
There after we went from the base mesh to the actual character model. In this part we created the clothes for the characters. and sculpted the face for the character this was the most important part of the character and required some more time to make sure it looked like the design.
There after we unwrapped the mesh on a color palette. This was a self made color palette in Photoshop.
Some research on the fonts in our game was also done, we landed on 2 combinations, which we will test within the game UI.
We also made the skyscraper meshes, these meshes will be used for the main part for the background and foreground.
We started on the rig and made some variations of rigs but we are still debating on using the auto rig form or keeping the self-made one.
Some updates were made for the colours of the billboards and the background with needed assets were placed.
Files
Get KingOfTheCrown
KingOfTheCrown
couch co-op brawler
Status | Prototype |
Authors | SanderCasier, MatteoLaeremans, SimonSchelstraete, RubenFrans, reinhartderycke |
Genre | Fighting, Platformer |
Tags | Unity |
Languages | English |
More posts
- Postmortem : King of the CrownMay 22, 2022
- Devlog 9: Polish part 1May 16, 2022
- Devlog 8: Production part 5May 09, 2022
- Devlog 7: Production part 4May 02, 2022
- Devlog 6: Production part 3Apr 25, 2022
- Devlog 4: Production part 1Mar 21, 2022
- Devlog 3: PrototypingMar 14, 2022
- Devlog 2: ResearchMar 07, 2022
- Devlog 1: ResearchFeb 28, 2022
Leave a comment
Log in with itch.io to leave a comment.