Devlog 8: End production sprint 2
Hello everybody and welcome to this next and highly anticipated devlog!
Not only is this the 8th devlog but it also means the end of the second production sprint for us. In this past week the game in overall changed quite a lot. The programmers worked on the AI and spawn mechanics while also implementing new features (we will come back to those later). And for the artist side we implemented a lot of art that we had made during the past weeks into the build! The game now has a main character with proper animation and sound. This character has also 2 weapons at his disposition with working hitboxes, sound, animations and FX. For the enemies they also have a skeleton mesh with working animations and a working behavior as explained before. And at last, but not least our randomly generated rooms made by our programmers where also given lights and decorated which greatly improved the look of our game. And it is with a big pleasure that we will now hop on a more detailed explanation of what we did this past week.
AI and spawn mechanic
This week our programmers focused and finished the already existing kung fu circle. Beside that we made a spawner enemy behavior with a behavior tree and custom nodes. The behavior tree will first look for random points in the room. After that a animation will play where the enemy will spawn and the enemy will spawn after that. It will have a bit of a wait so that the player has a chance to hit it when it spawns.
For the new mechanics we worked on a pedestal where the player can pick up item. And we created a blocking enemy with a shield that will block incoming damage forcing the player to move behind hit to kill.
And at last we implemented more animations and rebuild some animations. We also did a lot of bug fixes and small changes.
Level decoration
For this week our artist made a lot of changed to the game. On of this major changed is the decoration of the rooms and the changes in light those are some of them:
If you want to see them all then you now your next step, I am moving on the next part.
Animations
First we made the skeleton mesh fit our character meshes. Then we imported the animations and with the help of our programmers we made them working in our project.
FX and UI
This week we also added our first FX into the game. We did so by making an animtrail particle system and adding sockets to the character skeleton. And at last we applied the FX to the relevant attacks. Beside the weapons we also made FX for the dart and spike -traps.
We also worked on UI a lot. Now we have a pause menu with buttons and a setting menu with working settings and an appropriated style.
This will be the end of this devlog, stayed tune for more changes and coming updates!
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 7: mid production sprint 2Apr 19, 2021
- Devlog 6: Start production sprint 2Mar 29, 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
Leave a comment
Log in with itch.io to leave a comment.