A week of polish and refining
Hey there,
Another week has passed, we're getting close to the end now. This has been a valuable learning experience and we are proud of how far we have come. We hope that you enjoy what we've created, and if you still have some things you'd like to see improved let us know.
Unfortunatly one of our programmers fell out this week due to illness, I hope you join us in wishing him a speedy recovery.
This time we were mostly polishing whatever we already had and adding small features to really spice up the game. One of the biggest issues was Drekis being affected by the post process volume, which really made it difficult to differentiate them and keep the readability. It took more time than planned to fix the issue, but it was really important for the gameplay. There were a bunch of issues. For example, even after assigning the prefab and new camera their own layer, the PPV either affected absolutely everything, or nothing at all. Figured out that something probably had to still do with the tags and layers of the Dreki prefab and its children, so the issue was fixed by setting all children layers to that new layer as well, and setting the Field of view of the Dreki camera to 70 (it used to be on 60 and we had 2 Drekis per player displayed). We tried first to render everything on the main camera except for friendly layer, but then the shadows were not there despite the fact that Dreki camera had 'Render shadows' ticked, and it looked as if Drekis were clipping through the ground (I even put the whole level lower but it didn't help at all). Afterwards we set the Culling mask back to Everything and it gave us the wanted result.
We populated arena with a bit more grass around, and added rocks at the bottom of the level to ensure that UI doesn't caver our fights anymore.
The Drekis also got some additional icons that will change depending on amount of health left.
We are planning add some impact on the screen for whenever a Dreki dies as well. We also added some trails for dashes and Air Dreki that is being affected by UPU.
In audio land this week has seen some reworks of some of our sounds. The music has been overhauled after your feedback, so it better fits the fantasy theme. The Teleport sound has also been overhauled to make it more distinct. The air attack has been EQed so the high end is less annoying. All the attacks now also have a slight amount of pitch shifting to make them sound more distinct and dynamic. A sound has been added for if the Dreki is stuck in the tornado as well.
On the programming side, it's been just me due to the unfortunate sickness of the other programmer (get well soon). This meant that I've had quite the workload and I couldn't finish what i wanted to. However, I will be doing some crunchtime to make sure i'm happy with the end result. Not every planned feature and/or art thing will be present but I will do my very best. Not helping with this issue is how much time I lost with a lot of bugs with the end screen. The horrors persist but so do I.
This has been quite a ride, and marks the end of our weekly updates. We'll give you another update on monday, when we'll release version 1.0.
With love,
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
- End of production sprint 2May 16, 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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