Seventh Devlog


Production Sprint 1 Wrap-up

And so we wrap up our first production sprint! We've learned a lot throughout these past few weeks and made some good progress in implementing our core gameplay and our main assets. 

The Character

This week, the character that we sculpted last week was brought to life with texturing. Players can now experience the game in their own way by choosing their favourite colour. 

Naturally, it cannot remain in a static T-pose. Despite our efforts to rig and animate it using Mixamo, the program failed to recognize the mesh as humanoid, we therefore had to rig the character from scratch. Behold, the raccoon doing a little dance!

And here are the various movable components!

With this, we can succesfully move on to animating the character in sprint 2. 

Post-Process Shader

During this first sprint we already started to experiment with what the game's overall mood would look like in the end. For that we started to try out different things with a post-process shader in Unreal Engine, one that would amplify the game's stylized look and unify the colors, as well as gave us control over the light and shadow in the entire level.

Scene with post-process shader

Scene without post-process shader

We deem it important to make sure the characters and hero props stand out compared to their environment, so we're trying out how the shader looks when it only affects the characters and not the environment and vice versa.

Post process shader only on the character and platforms

Post process shader only on the environment


Loose Objects and Switches

In the game the player will be able to throw not only the other players, but also crates and pipes to hinder their opponents. These objects will appear throughout the level and have to stand out from their environment - this is why color palette was important. That is why we settled on blue and white metal to contrast with the dark grey and orange robot hull.


Some of the platforms will be able to be activated through dedicated switches laid out on the robot's body - but for that we need the switch models. Each of the triggers will indicate what platform they activate based on their proximity to the platform and also their look - the button for a slippery platform should not be easily confused with a disappearing platform button. 



Platforms

One way platform

Last week we had already modelled the one way platform, but we hadn't gotten to the texturing yet. This week we were able to create a smart material that will not only be used for the one way platform, but for all the foliage throughout the game. 


 Slippery Platform

One of the platforms that we have implemented is the Slippery Platform, which can be activated by a player. Once activated, the platform becomes slippery and makes it challenging for the player to control their character's movements. Due to this slipperiness, the character might even miss an otherwise straightforward jump that they would have easily made under normal circumstances.


Rotating Platform

Another type of platform that we have incorporated is the Rotating Platform. This platform has a unique functionality where it rotates towards a sloped angle when activated. Once sloped, the player will not be able to move on the platform, and inevitably fall down. Therefore, the player needs to be extra cautious while standing on this platform.


Jump-Boost Platform

Lastly, we have included the Jump-Boost Platform, which has a beneficial effect on the player. When activated, this platform propels the player upwards, providing them with an advantageous position or making it easier for them to catch up with other players. This platform serves as a game-changer and can prove to be a significant asset for players during gameplay.

Grabbing/ Throwing Players

We are pleased to announce that we have successfully completed the implementation of the grab functionality for our players. When a player is grabbed, they become immobilized and cannot move unless they manage to break free. The player who has initiated the grab has the power to throw the grabbed player in the direction they are facing.


Improved camera

this week we also looked at the camera again to make it closer to the final version. it now properly zooms in and out based on how far the characters are from each other. these limits are set just the same as the offset for the camera themself so that the camera can never zoom in or out to much.


Even though we are one week behind the original schedule we are quite satisfied with out current progress and intend to work hard to make our game as best as it can be within our limited time. With the first production sprint behind us we plan to move on with what we've learned and make the next one even better!

Files

Seventh Build.zip 693 MB
May 01, 2023

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