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
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Controller Rumble Feedback
Added vibration effects when the player is hit by:-
The Deadzone
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Electric Wires
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Hydraulic Press
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Polish Pass
We've focused this update on adding polish throughout the game, especially:-
Enhancing the Deadzone experience
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Improving overall game feel and visual feedback
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Bug Fixes
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Victory Screen
Fixed the transition to the victory screen to ensure a smoother experience. -
Code Cleanup
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Reviewed and fixed naming conventions across scripts
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Addressed potential script errors and inconsistencies
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UI/UX
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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. 💙
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
Get Scrappled
Scrappled
2D Robot racing with grapplehooks
Status | In development |
Authors | DriesFierens, SantiagoHerreraH, Wouter-D, Bobski-Boy, ToshkoGeorgiev |
More posts
- Devlog 10: Sprint 3 - Polish8 days ago
- Devlog 9: Sprint 2 Week 315 days ago
- Devlog 8: Sprint 2 Week 221 days ago
- Devlog 7: Sprint 2 Week 129 days ago
- Devlog 6: Sprint 1 Week 336 days ago
- Devlog 5: Sprint 1 Week 264 days ago
- Devlog 4: Sprint 1 Week 171 days ago
- Devlog 3: Final prototype78 days ago
- Devlog 2: Prototyping84 days ago
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