Devlog 5: Production week 2
Hello again!
We finished our last week of our first production sprint! "Already?" you might say, but yes! Due to the fact we worked an extra week on prototyping, we had 1 week less for our first sprint.
Let's see what we got, right?
Code
Players
The code for the players has completely been rewritten from scratch!
The movement got properly made this time and works smoothly with movement enhancements like a dash, or our rope and rope pull,
talking about the rope pull; that one also received a complete remake, and is fully functional and with a little tweaking of the parameters it will be fully finished. Besides that also one of the special abilities has also been implemented; "the anchor", the anchor for player 2 has been added to the game and after some proper testing and bug fixing also that one will be finished.
Controls
The whole input system got remade and updated to use unity's new input system!
It now supports input for both players from one keyboard and from 2 controllers!
So the player is free to choose with what input they want to play.
All that is left for from the input system now is some proper testing and a nice polish.
Art
Characters
Last week, we only had our idle animations adapted to their new design and ready in game. This week however, we can show off our running and jumping animations for the Player 1 character! As Lisa is our main character artist, she's been working hard to get fun and nice looking animations, these do get tricky!
Our running animation is mainly the same as the prototype, but this time, it includes a wobbly head, a wavy mustache and the character's dapper look!
The jumping animation is entirely new and this took some time getting right! The animation is split up in 2 parts, the jumping up and jumping down/landing. For this animation, Lisa basically looked at real jumping movement and then made it 'wacky' and cartoony by making the character have longer limbs, the hat almost flying off, etc.
Units
We finally decided on the sizes we are going to use in the game. We choose the grid size in pixels and with that we had the height of the characters and interactables so that the artists can work in the right pixels in photoshop. Now when we place a button or a door in the scene the size is correct and we don't have to tweek this manually.
Interactables
Next to that we changed the art of the interactbles a bit. Because we needed to work very small the designs are simple again. We tried to go more in the cuphead style: instead of all the boring straight lines there is a bit of curve in it and more cartoony. The door still had perspective but is drawn further to the floor. This makes sure the door stands on the ground in our 2D level and is not floating around.
Backgrounds
Last time we showed one of the backgrounds for in the game already. This week we worked on the rest! All the 4 backgrounds have ready designs to be put in the game. In the polish stage we will look if we want to bring it closer to the cuphead style or not.
Platforms
The platform art took a while to get right but the first one is there, the original plan was to have all of the platfoms done this week but having to still fix their collision and the change of style from the placeholder tiles made this take way longer than expected.
Next time
Next time we post a devlog, we'll be in production sprint 2. We'll be working hard to have a fun game for you to play!
Till next time!
Files
Get The Ascend
The Ascend
A co-op 2D puzzle platformer where you're connected by rope and have to get out of a cave! Go on then!
Status | In development |
Authors | Goldarf, Maaike Waegebaert, Slowloriss, NMaks, Conshii |
Genre | Platformer, Puzzle |
Tags | 2D, Co-op, Puzzle-Platformer |
More posts
- Devlog 10: The finish line!May 23, 2022
- Devlog 9: Polish Polish Polish!May 17, 2022
- Devlog 8: End of Production 2May 10, 2022
- Devlog 7: Production 2 week 2May 03, 2022
- Devlog 6: Start of Production 2Apr 26, 2022
- Devlog 4: The Start of ProductionMar 22, 2022
- Devlog 3: More PrototypingMar 15, 2022
- Devlog 2: PrototypingMar 08, 2022
- Devlog 1: ResearchMar 01, 2022
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