Game development Week 5 Devlog


Patrick Work

This week involved tying up loose ends, fixing bugs and still implementing everything into the main level layout. 

All but a few parts of the map are complete now, with functioning enemies, rooms, gates and cameras. This area above is the bonus area, that players can come back to after beating the miniboss, complete with tougher, slightly larger and more difficult enemies.


the main part completed this week, was adding the newly modeled gates courtesy of James, and implementing a simple slide close / open animation for them. Whilst simple, getting the hitboxes functional and replacing every single existing gate with a properly scaled and rotated version of the new gate took some time. The other main accomplishment was adding a slight improvement to the powerup spawning. To emphasize the appearance of powerups, the are unable to be collected immediately (accidentally), and will glow and spin before slowing down after a short time. They also glow, which helps them stand out.

Other tasks done this week includ: adding dialogue options for key pick ups and health pick ups, porting over health consumable object, adding proper model to mosquito enemies, porting over miniboss, adding new gate and key for harder difficulty area, fixing bugs with mosquito damage and bullet pathing.

Liam Work

As we are near the testing sessions, we have been polishing our game and getting it prepared. I have made some small changes to some scripts. Here are the changes:

Mini Boss’s Laser attack now randomly rotates in one of two directions.

This attack will now rotate randomly to either the left or right, which makes the attack a bit unpredictable.

Laser damage

The laser will now do damage to the player. The gif is a bit broken with the player texture. Ignore that. 

Added a delay timer for shooting bullet for Rifter

We discovered that when a player enters the room that contains multiple Rifters, they would shoot at the same time, which is a bit unfair and looks a bit silly. So, I added a delay timer that plays between each shot to prevent multiple Rifters from shooting at the same time. Some may shoot at the same time, but it doesn’t happen as often.

Miniboss random shooting attack stops after a certain number of bullets

Before this change, the random shooting attack would play until the timer ran out. Now it stops after a certain number of bullets have been shot during the attack. This is to make the attack consistent with its timing and easier to specify how long it would do the attack rather than using a random timer. In the gif, it stops after 30 bullets.

The attacks are now random instead of a cycle

The miniboss attacks will play randomly now. This is to make the boss’s next attack a bit unpredictable.

 James' work

This week I made some adjustments to the map including adding an extra room where there was a really long corridor and making the textures look a bit neater. The models that I worked on was the scrap pile that is used to heal and the boss turret. for the scrap pile I broke the ship model into a few pieces and put each bit into a pile. 

With the boss turret I wanted it to keep the squarish design but also look like an upgraded version. I struggled to come up with ideas that as normally a second barrel would be what an upgraded turret would look like in other games but the way the boss works it needs to still be a single barrel so the rest of the team don't have extra work making the boss shoot from two locations. For the boss design I chose to just add some more details and make the model bigger, including a shield barrier at the front.



Kler's

Finishing up ui for the game

home menu:

home menu + option:


Player health, mini map, and boss health:


pause menu and option.


when you die UI:


 when you slayed the boss UI:


Added animation to the player dash, enemy + boss damage indication, added death particle system for enemy, and add more sound to the game.

 

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