Devlog 2: Prototype
Hi all! Our second week of the project is already finished. It was a very busy week where we have tested a lot of things!
Art
Our artists were like busy bees, finishing up the art bible. Now we have a very clear image of how the game will look, which is awesome! We have also focused on the blockouts, since those were very important for our game, Julian(artist) has spend some of his time creating a nice blockout that would work for our game! Besides the blockout, Julian has also made some first efforts to create a nice storyline to give our game a bit more context. We also needed to create a game design document to have a good overview of what we have to do from start to end to make the game. This document contains everything that is in the game. Joe (artist) has spent a lot of time on completing that document.
Starting from next week, we will go into production! That’s where we will start from a clean slate and make the game from start to finish (ofcourse in multiple weeks). Our artists will start working on the shaders of the game in Unity. Since they only saw how to do it in UE4, this will be a new experience for them! They have split up some tasks as well. So will Anna make a submodel of a raccoon that we then can use in the game already. Joe will focus on the SFX and how to implement those into Unity and also work on some props for the game. Julian will rig the model of Anna! Besides the rigging he will also work on some realtime special effects for the game!
Programming
Maxim and Dylan have spent a lot of programming hours this week. They have implemented a lot of features into the prototype. They have worked hand in hand to be able to create a working prototype. A short summary of the implemented features:
- Player
- Movement
- Basis movement to navigate in the level.
- Attack
- A system to deal damage and receive damage. Receiving damage results in losing trash!
- Item interaction
- You can pick up items from the ground. When you pick them up you deal more damage and you get slower.
- Statistics
- You have a sort of inventory: the total value of your items, the total weight you have collected, the list of items you have picked up.
- Movement
- Hazards
- Roomba
- When jumping on the roomba, you empty its inventory
- When getting sucked up by the roomba, you die!
- Roomba
- Camera
- Splitscreen
- Seperate cameras for every player that joins!
- One camera
- A camera that targets the middle point of the players
- Splitscreen
- Itemspawner
- A spawner that is responsible to spawn the items in the game, it counts the items on an interval and spawns new items if necessary.
- Items
- Three types of items: common, rare, legendary. They each have different weight values per category
- Timer
- A timer that represents when the game starts and ends
- Endscreen
- A simple display when the timer is finished. It displays the players with their values.
Files
Get TrashPandas
TrashPandas
Status | In development |
Authors | DylanHeirwegh, AnnaDemol, TheTwitchDude81, JulianDobrogeanu, spellczech123 |
Genre | Survival |
Tags | 3D, low, PvP, racoon, trash |
More posts
- Devlog 10: Polish 2May 21, 2022
- Devlog 9: Polish 1May 16, 2022
- Devlog 8: Production 5May 09, 2022
- Devlog 7: Production 4May 02, 2022
- Devlog 6: Production 2Apr 25, 2022
- Devlog 5: Production 2Mar 28, 2022
- Devlog 4: ProductionMar 21, 2022
- Devlog 3: PrototypeMar 14, 2022
- Devlog 1: ResearchFeb 28, 2022
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