Devlog 6: Start production sprint 2
We are back! A new week, a new sprint, a new devlog.
This week was the start of our 2nd production sprint. In this week we worked on game mechanics like the Kungfu circle, the enemy AI and most important the game loop. On the art side we made various props, character models for the enemies and main character, beside that we worked on the HUD and on sounds.
Kung fu circle
To improve our previous kung fu circle we had to do some research around behavior trees in UE4.
Traps
We improved the trap mechanics by adding pressure plates. Those plates can activate multiple traps at once. Beside the mechanic we reworked the base mesh of the current different traps.
Level generation
For the world/level generation we have made all the combat rooms and made sure that the doors and nav meshes would work properly.
HUD
Beside all the game mechanics we made some element of our HUD. The first element is the stat bar with the time left, your stamina and the amount of energy you have to warp back in time.
Weapon slots were also made 1 for the current weapon you are holding and the other one for your secondary weapon which will be disabled.
Characters
We gave a higher polycount on the main character mesh so that it will fit more within our art style from our game. The higher polycount also makes the animation and rigging easier.
The mesh for our first enemy is also done and unwrapped.
Files
Get Curse of Time
Curse of Time
Status | Released |
Authors | PepijnVerhaert, Jarno Van Roy, Cedric Kuppens, Robine De Roeck, Enrique Brosse |
More posts
- Devlog 9: Start Polish SprintMay 03, 2021
- Devlog 8: End production sprint 2Apr 26, 2021
- Devlog 7: mid production sprint 2Apr 19, 2021
- Devlog 5: end production sprint 1Mar 22, 2021
- Devlog 4: start production sprint 1Mar 15, 2021
- Devlog3: PrototypingMar 08, 2021
- Devlog2: PrototypingMar 01, 2021
- Devlog 1: PrototypingFeb 22, 2021
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