[week 06] Production stage 2
Hello readers,
This week was a bit slower then the others.
But we still managed to add some cool new features!
[Camera]
This week the camera changed again a little bit. The camera is still dynamic and follows the midpoint between all the characters, but now the camera is also clamped. So it won't show half of the level, which made it harder to find items that are not on screen.
If the baby was to stay at one point at the map it was really hard for the teen to actually find the needed items for the task.
With the new map our camera fits perfectly, almost nothing of the outside is shown.
[Baby Struggle]
The baby now can struggle its way to freedom after being pickup up by the teen.
This is still a part of our implementation of the struggle mechanic.
Our end goal will be that when the baby is picked up he can apply a small amount of force on the walking teen.
This will balance the the game out and make it more fun since you as baby can still do things to distrubt the teen even when picked up.
[UI]
Lastly I, Pieter, did some UI after last weeks feedback and playtest. I removed the mode selection, so now players can choose their character directly after hitting start and you can now see how much time is left.
This is better than having the player choose 2 decisions that are actually one.
This will create a bit of chaos with more people, but that's ok.
We implemented a visual ui timer that will simply last 90 seconds.
When done the baby and teen will be switched.
The geen line beneath it will be used to represent the money the teen has made or lost.
Once a task is complete it will grow and once a baby has made a new task it will shrink.
[hiding]
The ability to hide items is back, we also improved it so you can see the items when the doors are open.
This will be the same as in our prototype, you can take an item from the scene and place it in the cabinet.
Because the baby can hide items like this, the teen player will need to pay even more attention to what the baby is currently doing.
[tasks]
The ui on the tasks got an update and now shows a small border around the buttons to indicate which player is needed.
When 2 players where to stand next to each other close to a task, it wouldn't be clear when one finished a task.
So we came up with the idea to color the buttons, so no matter how many, you will see which player need to do the task.
This isn't implemented yet but we are planning on making a particle effect when you complete a task.
So it will be 100% clear if the teen has completed his task.
[Particles]
The tasks can now activate particle effects to give a clear indication that there needs to be done something.
If the stove is left untouched for too long it will start to burn.
Water will come out of the sink when doing the dishes.
There will be more particle effects in the future.
[Outline]
This week was all about player feedback.
we added an outline shader to the objects you are close to.
This way you can see if the object is interactable or not.
In previous builds it wasn't clear if you could do something with the object or not.
When the baby is close it will have a red outline, when the teen is close it will be blue.
If both players want to interact the same object it will turn purple.
[Task]
The task script is back!
We estimated 8 hour for this script but it seems like it will be more than that.
We split up the script in a base and multiple derived classes to make our lives a lot easier.
At this point you can still custimize it very easy in the editor.
[Art]
Artwise it was a verry veryy slow week due to deadlines for other courses the artist could only worked for an hour on the game this week.
The Map layout received an update, later it will be refined if this layout suits the game
Files
Get [Group02] Curse of the first born
[Group02] Curse of the first born
Group projects
Status | Released |
Authors | RubenSchouteren, Pieter_Geers, jonasSchrooten, Bert Plasschaert |
Languages | English |
More posts
- Curse of the First Born [RELEASED]Jun 08, 2019
- [week 09] Poleshing stage 1May 15, 2019
- [week 08] Production stage 2May 08, 2019
- [week 07] Production stage 2Apr 24, 2019
- [week 05] Production stage 1Mar 26, 2019
- [week 04] Production stage 1Mar 19, 2019
- [Week03] Extended Prototype stageMar 13, 2019
- [Week02]Prototype stageMar 05, 2019
- [Week01]Prototype stageFeb 26, 2019
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