Devlog 8 : almost there


We are now entering the last week of Development which means our game is almost done.
At the moment we are improving the visuals and mechanics as much as we can.
let's have a look at this week's progress

Finalizing light setup

This week we finished the final version of the light setup we will be using for the game. The goal we were going for was a very bright, happy, and colorful scene that’s coherent. 

To make everything coherent we made sure the majority of our assets contributed to the global lighting. As is visualized in the light bake.

Character animations

In the following GIF, you can see several animations. 

Going from left to right, we have: last week’s walking animation, this week’s exaggerated walking animation (for better visuals) a new jumping animation, spinning animation for the victorious team. 

Grass and pavement texture

These two tileable textures were made to replace the empty, flat-colored planes that represented our grass, pavement and dirt. 

These textures give more depth to our scene thanks to the repeating shapes and colors. 

Go team!

Last week we introduced our way of positive reinforcement for our leading team. 

Now we have all team-colored billboards next to each other. Take your pick and lead the way!

Controller Rumble

There will now be a bit of controller rumble to indicate certain stuff happening in-game. For instance, when a player dashes into you, your controller will shake.

Rigid Bodies

The game can now contain Rigid Bodies, previously this was difficult because rigid bodies wouldn’t reset when the game restarts. Now, however, it’s possible to tell a rigid body to reset its position, rotation and (angular) velocity every time a new round starts.

Let there be trees

previously our tree asset displayed some problems and didn't really work well with the poly paint tool, but now all those problems have been fixed and our trees can stand tall along  the map.

Fixing of FX

with the need to convert our project to Universal Render Pipeline we ran into some issues which made it impossible to use any Fx in the game,
after many hours of messing around with unity and rubbing some raccoon heads together, we figured it out and are now glad to announce that the FX now work in our game.

Font update:

the font we are using for menus has been updated to bubblegum, a more playful font that blends in better with our raccoons and their playful nature.

Effects Bindings

Certain effects have now been bound to in-game events happening. For example a dust cloud behind a dashing player, or fireworks at the end of the game.

Bug Fixes

Less exciting but none the less important, are some bug fixes. Most notably the player’s respawning behavior has been modified. Previously, a lot of child objects of the player (like the visualizer) didn’t properly get disabled then the player disappeared (because the player leaves the screen for example.) Now, however, the player respawns works way smoother and with fewer bugs.

Another important bug is the player’s shadow. Previously, due to how a projection shadow works, the shadow would always point to the player’s bottom, this means that if the player is rotated (due to being dashed), the shadow can point sideways. This is now fixed by implementing locks to certain game objects.

Files

TrashRaccoons 0.11.rar 67 MB
May 17, 2022

Get Trash Raccoons

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