Devlog 09 - Third Week Second Sprint


As the last week of the second sprint comes to an end everyone on the team tried their best to finish all tasks assigned to them this sprint.

For the artists working on Jointed:

Shaders and animation

Flor worked on on creating a walk and crawl animation and adding them to the animator controller for them to be implemented by the developers. He also worked on adding a fog effect into the scene and adjusting some of the shaders (see image below).


Model texturing

Hanna continued texturing the last couple of assets, this includes the breadcrumb (which looks more like a loaf of bread for readability's sake), the sign that is displayed around the level which will tell the players how far they are from completing the game, the moving platforms, which includes a big and a small version, the various spikes in the pits, and some last finishing touches on the rotating platform that has four cookies to stand on. Besides all that she also made buttons for the ui, which has each three states, one for when its unselected, one where someone is hovering over a button, and one that is selected.



Level design & UI updates

This week, Stan focused on refining both the level layout and UI elements of Jointed, integrating feedback from both peers and supervisors to improve gameplay flow and clarity. 

On the level design front, several areas of the layout were adjusted to better support the game’s puzzle-platforming intentions. Feedback pointed out that the level leaned too heavily into fast-paced jumping, lacking the thoughtful pacing originally envisioned. In response, Stan reworked key sections to slow the pace down — for example, making breadcrumbs more challenging to collect by placing them in spots that require coordination or clever use of the rope mechanics. These changes encourage players to stop, observe, and plan their moves together.

To add more depth and guidance, Stan also introduced new foreground meshes for visual layering, helping to bring the level to life. Additionally, in-world signs were placed at certain checkpoints, giving subtle hints and guiding players without breaking immersion. 

On the UI side, Stan designed elements that give players real-time feedback, such as a breadcrumb counter to track progress throughout the level. Finally, he tackled the join screen, designing a stylized menu that frames the experience as if players are opening a magical storybook — setting the stage for the whimsical co-op journey to begin.



For the developers working on Jointed:

Bug fixes and player feedback

Mathies imported a sign mesh and made it a prefab with text to place interesting signs across the level or add tips for the player.

He also made sure the players actually stay on the rotating platforms while they move.

      

And also added background music and some player feedback, like sounds to help time the springy platform and this (see GIF below) visual effect when players collect a breadcrumb.


UI and player feedback

Bram spent time on making the ui better He made the joinscreen actually have art instead of programmer art. He also made the layout of the main menu better. He also fixed a long standing bug where pausing the game caused the scene to reload Bram also spent some time on adding some feedback in terms of vibration when you join, die, respawn, etc.

Animation, level ending and bug fixes

Elias made the animation logic so that our characters are now animated!, he also made our level ending so the game is now actually playable from start to finish, finaly he's working on a fix for our tiltingplatform getting stuck after respawning


Files

Jointed-v0.8.zip 105 MB
15 days ago

Get Jointed

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