Devlog 02 - More Research


Hello world!
Welcome back to our weekly devlogs on our game!

Art:

For this week, the artists focused on nailing down the fairytale style. We did this through analyzing various old fairy tale illustrations and breaking them down in our art bible.

Just like so, we took a look at different color palettes, shape language and possible level design, making sure that production will run as smooth as possible with encountering as little problems as possible.

Of course, these principles that we're going to base our game on, had to be tested in game engines, to see what would(n't) work. Because of this, we're currently working out the shader to support our visuals and making level mock-ups to test out shape language, mood, lighting and game play.

By next week, we'll have finished the artbible, having a great foundation for when our production gets to start. Apart from that, we'll keep testing levels, shaders and whatever necessary to get a fun and visually pleasing game to play.

Dev:

For this week we worked further on the rope physics.

Bram decided that the unity's default distanceJoint couldn't handle what we envisioned for our game. So he set out to make a custom Joint based on a DistanceJoint but with a "fake" spring attached at the end. This was tricky to nail down since it needed to feel good and be predictable enough so the players don't rage quit.

Elias worked on fixing his implementation of the rope physics, first he started with making sure the rope no longer gets stuck on the enviroment. Then he focussed on getting the player movement fully implemented in our prototype. finally he implemented the second players controls (only movement works currently)

Mathies looked into a brace and catapult implementation. Allowing either player to brace themselves, not allowing them to move anymore but making the maxDistance of the rope longer. Then the other player can walk further away. When the bracing player stops bracing the other player will be catapulted back according to how far they walked away. This way player could be able to hit something or cross larger gaps.

Summary:
This week the artists made alot of progress. The devs also had progress on finishing the main mecanic work.

We hope to be back next week with more updates on our game!

Files

Week2Build.zip 33 MB
57 days ago

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