Blogpost Week 2
Blogpost Week 2
This week we had a blast!
The game starts to feel like a real fun video game and we created our art bible with the full style of Spank & Splash.
We also finished one of our characters, a particle effect and a prop to showcase our style and see if it will work or not.
--First things first--
Deciding which program is better for our game and our team to work with.
We Chose for UNITY, but why not UNREAL?
- Workflow is completely different then Unity
- A big learning curve for such a small time
- Node based programming is a big change
- The C++ code of unreal is unwieldy, so if we opted for unreal we would use blueprints anyway
- unreal is less component based than unity
- visually it is much better than unity
- input manager for unreal is quite clear, easy to provide controller support
- it takes longer to implement a playable player
- UI of unreal is less clear than that of unity
- unity is easier to build
--So what did we exactly do this week?--
From what we heard of the last feedback session was to just continue with it and just add “more”, which we did.
- Basic attack (spank) → Pushes player
- Puddles disappear
- Added more impact with the throwables
- On hit with the beachball the player gets stunned
- Worked on our layout of our map
- Finished a character
- Finished an effect
- Finished an asset
- A cart that goes around the map dropping items on hit.
- Finetuned movement
- Throwing objects got finetuned (arc and speed)
- Attack got finetuned
- The slipperyness of our water
- Finetuned spawnen the players
- Added a death counter
- Throwing players just got more fun!
We continued working on our art and deciding which worked best.
What is our plan for the next coming week?
- Start the production of the game
- Continue finetuning EVERYTHING
- Add more to keep it interesting
- Starting to make things pretty
- Adding animations (Attack, movement, ... )
- Adding more effects
- Trying to give more clear feedback for the player when they get hit or die
Get [group 14] SPANK 'N SPLASH
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