Week 2 of production: electric boogaloo


Hi all!

After a small break, we are back to working on the project. On the coding side of things, we're working hard on implementing all the features seen in the prototype (and more). This goes a bit slower than during the prototyping phase because now we have to restructure some code to allow for further features and to make it easily extendable for later in production. A big difference you will see is the art! The game has been fully transformed with stunning meshes and amazing textures. A small round of applause for the artists please. The new assets brought some new challenges with them as well. Without further ado, I shall pass my word to them.

Long time no see! This time the team was mostly enjoying some sunshine and touched some grass during the Easter holidays, and now after getting some rest and energy, we are ready to get back to work. We worked mostly on environmental asset and the map.

The ground has given it's texture, new meshes for vegetation and rocks with a placeholder trim sheet have been finally imported into the engine and placed around the arena. They were all given their collision boxes, and now the players should not fall through the ground or out of arena anymore :)

Dreki mesh was also given some more love. This is the final version of low poly version, and a WIP of textures.



There was also time and effort put into the projectile meshes, some particles and shaders. Even if they're not the main priority, our game would look quite dull and sad without the chaos and colourfulness they bring in!

We started working on our toon shader and already implementing it inside of the engine, but it still requires some research.



Now back to programming. While coding, I noticed that there's a bit more to making the player display a correct full mesh rather than a cube. Several hours of googling, trying stuff and debugging later, the dragons now actually look like dragons! Sadly enough, there is currently a bug present in the game which prevents the water dreki from attacking.

Unfortunately our sound designer, who usually writes the devlogs, has a migraine (Get well soon Niels), so this post might be a bit different from usual but we hope you enjoyed it. We'll do our best to patch the bug as soon as possible and we'll update the build here, so keep your eyes peeled and until the next one!


Files

Dreki_Build_P1_W2.zip 31 MB
Apr 18, 2024

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