Devlog 5: Production 1 Sprint 3


Hi everyone

Welcome to another weekly update on our game. We are near the end of our first production sprint and will soon enter the second sprint. In this sprint the focus will really be on finishing all our assets to fill our level, to implement all mechanics and make the sounds.


Animation:

We finished making our animations this week and got them set up in unity.  We don't use them yet cause we wanted to focus on getting the attacks as good as possible. Here you can see 2 of the animations we made. The first is a short stagger and the third is our hard attack.


Mechanics:

For the mechanics we focused on implementing the attacks. We have 3 harder, longer attacks and 3 light, short attacks. We have a timer to know how long the button is pressed and to know which attack to call. We made sure you can't button spam attacks with a timer. 


Level Design:

In the prototyping phase we already started blocking out how our level would look and we continued to do this during this sprint. Together with designing, modelling and texturing the room.

This is the blockout we decided to go with. We have different levels of height and props the player can jump on top off.  We started designing how the walls, the floor and the other different materials would look in the scene and eventually chose the designs we liked best. 


After we picked the designs we liked most, we started modelling and texturing these different things and implemented them in the game.

Sound:

I started off the week working on the ambient, one of them for when the players are awake and playing, one when they are asleep. 

After some feedback I noticed the ambient was a bit too dark and creepy when the players are awake, and will have to be revised.

The sleepy ambient on the other hand did work out rather well.

I also worked on learning to randomize sounds using FMOD (position, pitch, overlaying..) one of the sounds I tested overlaying on are the whooshes (which will be used to sonify some of the animations)

Furthermore I worked on the Audio Manager to allow for multiple instances of sounds at different locations ( owls, coyotes, passing cars,.. ). This works well to make the ambient feel infinite and randomized.

Programming

This week we have fixed the Attack, Stagger and all the combos. We made it in a way  that we can easily add more combo animations to it. There is only 1 thing that is not yet in there, it is the reset of the combo to neutral. We wanted to do this with a notify at the end of the animation. But for some reason it wouldn't let us call the function. So we tried it in another way. This way it works that we can't spam the button but we think that it will be expensive to do a check every frame for resetting the attack. 

We also did a quick stagger thing so when you attack, all the players in the attack area are getting staggered. They are also simular with the attack combo you are doing. so we got 3 combo stagger and attack. It is not different of the hard or soft attack.

That was it for this week already. Thanks for reading once again and see you all next week.

See u next week!

Bye!

Get Pillow Pals

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