Eleventh Devlog


The final devlog

For this last week, we focused on polishing the game even more and getting rid of all the bugs we came across. 

The animations and RFX

Some of our animations werent too visible while playing the game, so we decided to apply some squashing and stretching for the grab, the button press and the jump.

The loser and winner pose didnt portray the emotions well enough, so we also changed them up a bit, making the loser a bit more sad and the winner way more happy. The RFX for both were also polished and given a different colour. 


The player SFX

Along with RFX and more clear animations, the player also got some new SFX to give more clear feedback to certain actions.

Grab cooldown

The player finally got its final grab cooldown material, this material  will more clearly show the player that the grab is on cooldown and slowly counting towards being usable again.

Pre-Game Procedure

Now we have a clear procedure on how to start the game. The players will be given prompts on how to start the game. At first they will be told to spawn their character in, and then they will be told to ready up.0 The countdown at the start of the game is now more clear as well.

The UI

Our UI was always meant to be very simple and minimalistic. In the end we did not manage to make the pause menu work, so we ended up having to scrap it for the sake of making time for more gameplay polish. What we ended up with was a main menu screen to start from, the screen at the start of the game where players get to join and ready up and then the end screen to display the winner and losers. 



The End Screen

At the end of the game, the players will get an end screen displayed where their individual times will show along with the raccoon characters emoting based on whether they won or lost. We took the scene from the level and used it as a backdrop for this screen as well.

The Environment

Our ground plane, as well as the bounds of the level, looked still a bit empty. A final pass of the environment was in order, the background as well as the foreground. More lighting and post-process work was done to nail the atmosphere and what we ended up with is a pretty decent abandoned city scene.



The Outline Shader

The idea is that when a player character is near an object that can be interacted with/grabbed - other players or switches - the object will get a white outline around it.

So we took some time to develop an outline shader in post-process and found that the shader looks pretty cool when applied to all meshes in the scene. 

Shader applied to buildings with custom depth

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