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

Week6 build.zip 120 MB
Mar 22, 2021

Get Curse of Time

Leave a comment

Log in with itch.io to leave a comment.