End of production sprint 2
Hey peeps,
The end of another production sprint, and we've made a lot of progress. This marks the end of us adding features, so funtionally the game is finished. This next week, we'll be focussed on polishing what we have, so everything will be better, faster and look amazing.
On the programming side, I made 2 more pickups a teleport and a tripleshot pickup worked on the choose player menu.
In artist land, I remade the power-up background from the bottom up because I wanted the light beams and the background to work better together. Then, I created an icon for the Tripleshot power-up and remade the teleport icon. I also reworked the Ice and Lava pads, where I needed a custom node function to get the right results. After that, I worked on the tornado to implement the textures and made the FX for when a projectile hits the environment.
Now that the core elements are implemented, we want to focus on really 'oomfing' the overall player experience and spicing everything up. Time to boost our visuals even more! Now every arena has their unique colour scheme. Sadly, not everything went immediately perfect. For example, the big issue were the colours not being displayed correctly. They were sort of inverted, and were making our eyes bleed.
After some research we found out, that Unity's LUT are different from the ones that Unreal uses, and they had to be flipped vertically. Once this was fixed, our arena looked the way it was supposed to look.
Continuing the oomf topic, our earth walls now shake and nicely appear with animations and dust around them! They no longer just 'pop' in the middle of the scene, like thunder in the blue sky. Figuring out how Particle system and VFX Shader graph work in Unity took some time, but it all worked out in the end (we owe you, Indian guys' tutorials). We first tested out the particle system with the circles, and then replaced them with custom cloud sprite!
Water Dreki has finally gotten the visuals for his passive healing effect. We might still retouch the sprites in the future to fit the overall style of our game more, depending on the time left during the polishing sprint.
Now you can also finally see when your Dreki gets hit. We added a new material with a red overlay on top of the base textures, to indicate the incoming damage, as well as shake of the character's themselves.
Alright, for sound our soundscape is finally coming together. We added the attack sound this week to round of the combat sounds, as well as a number of UI and menu sounds to help our players identify what's happening on the screen. the balance of the sounds has been tweaked a bit so that nothing gets drowned out. The big change is of course the music. The menu, game and end screen now have their own music playing to help you get in the mood to kill your friends. I've also updated the ambient sound of water to have a more frosty vibe, to fit better wit the visuals. and added some oomph to the impact of the projectiles.
Us devs have been in debug hell this week, it felt like playing whack-a-mole with issues. After a lot of work, most of the kinks have been ironed out, however, the work is never done. One must imagine sisyphus happy
We hope that by next week, you can enjoy a polished and finished game.
See you then,
The Dreki dev-team.
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Dreki
Dreki is a 4-person competitive battle arena with unique elemental changes.
Status | In development |
Authors | Hefthyn-S, bajojajo, Xander Bartels, YarnoC, Matthia |
Genre | Fighting |
More posts
- Release the dragons!May 28, 2024
- A week of polish and refiningMay 23, 2024
- Production sprint 2: revenge of the DrekiMay 02, 2024
- The end of our first production sprintApr 25, 2024
- Week 2 of production: electric boogalooApr 18, 2024
- Week 1 of productionMar 28, 2024
- Development Week 3: wrapping up the pre-productionMar 21, 2024
- Development Week 2: Shaping the WorldMar 14, 2024
- The team behind DrekiMar 07, 2024
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