Final Devlog


We made it! We are so excited to release the 1.0 version of our game. It took lots of work from all our team members to get this awesome game to where it is. We cordially invite everyone to download our game, play it and share it with your friends.

But let's talk last polish week dev stuff!

Art

The death zone looked a bit out of style, so we took the time to fully remake it while keeping the art style in mind. Now it is clearly cardboard.


Some minor adjustments have been made for the "Ready, Set, Go!" text. Mainly positioning and sorting layer fixes.

Code

Patch Notes – Final Update

New Features

  • Controller Rumble Feedback
    Added vibration effects when the player is hit by:

    • The Deadzone

    • Electric Wires

    • Hydraulic Press

  • Polish Pass
    We've focused this update on adding polish throughout the game, especially:

    • Enhancing the Deadzone experience

    • Improving overall game feel and visual feedback

Bug Fixes

  • Victory Screen
    Fixed the transition to the victory screen to ensure a smoother experience.

  • Code Cleanup

    • Reviewed and fixed naming conventions across scripts

    • Addressed potential script errors and inconsistencies

UI/UX

  • Input Device Toggle
    You can now toggle Mouse & Keyboard input, though the game is designed primarily for controllers.

A Final Note

This marks our last devlog and final update for the game.
Thank you so much for checking out our project and supporting us on itch.io! We’ve loved working on this and appreciate everyone who’s played, given feedback, or just followed along. 💙

a blurred image of a video game controller with the words [ rumbling intensifies ] above it

Audio

Resetting our game caused a whole lot of audioSource issues. This was because we completely forgot to reset any audio sources that were dynamically delegated to our players in the scene. DUH! After realizing this, we dug deep in the game controller and the audio manager to fix this issue. During this fix we also noticed that a dedicated AudioPlayer script attached to whatever uses Events to trigger audio used a FindFirstObjectByType method which is a BIG NO NO! Going over all the files and objects in our Project just to find the audioManager in this context... A bit much. So we opted to refactor this to a regular .instance check. Which worked and saved us a lot of frames!

Luckily, it went very smoothly and had a fix in less than a day.

A fun new addition to our game is that the door and levers in our scene now also have sounds attached to them, along with some lights to visualize what state they're in. Really fun stuff!
Another fun addition is a lowpass filter on selecting the credits screen in the main menu. Totally unnecessary, but so fun to implement.
After fixing the audioSource reset, and the lowpass filter we had some more time to spare so we included some signs throughout the level to guide the player in the 'correct' direction. 

The audio implementation was an amazing experience and I thank the school and the team for having us.

Files

Scrappled.zip 62 MB
4 days ago

Get Scrappled

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