Devlog 7: Sprint 2 Week 1


We reached the end of sprint 1 and made it to sprint 2, these coming weeks will be the last in terms of adding features before we enter polish. We had a 2 week Easter break but didn't sit idle. We worked all through the holiday and it shows. Our visual atmosphere has continued to improve, some critical game flow decisions were made and we are determined to add another level to our game at some point.

Art

Characters

Cool visual changes have been made to the characters. After some feedback from the group and others we decided to adjust the colour ratios, now the "Team colour" is easier to read from a far. The "Team colours" are now RED/PINK, BLUE, GREEN and PURPLE. Some changes in the line art thickness were made to make it more noticeable and to stay true to our references.

Animations

The original player animations (Idle, walk and jump) have been tweaked, now they are more exaggerated and easy to read. Some new animations have been added. Land - The animation that plays after the jump when hitting the ground. Squash - When the player goes under a hydraulic press this animation plays. Stun - After touching exposed electrical wire this animation will play.


Environment and Assets

For our environment we really pushed our level to the next LEVEL! The level has been almost entirely reworked. We did a lot more work on the level design, the silhouette, the lighting and last but not least we put a lot of work on the Post-processing.

Code

New Features

  • Added particle effects to player movement for a more dynamic feel.
  • Added round visualization to better track progress during gameplay.
  • Added slides where the players can move over to make the level more smooth/fast-paced.

Bug Fixes

  • Changed player collider from a rectangle to a capsule for smoother collisions and physics behavior.
  • Fixed camera spline bug: corrected forward direction calculation at the top of the level by fixing the currentT computation.


Audio

Having implemented the needed Player interaction, hazards and UI sounds a big addition was the use of a scene specific music transition script. By checking the string name of a scene with an attached reference to a audio asset we were able to smoothly transition scenes and music. Adding some more dynamism and differentiation between a Menu and our game loop.


To a lesser degree the hazards were further differentiated with context specific sounds hinting at their "type' or danger. Cables outputting a electric/ shock styled sound while the hydraulic press has a heavy smashing sound on Player collision.

Files

Scrappled[Gr20]Sprint2.zip 54 MB
28 days ago

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