DevLog_04: Week 10


Modelling

This weeks modelling rescources were spent making the last of the items needed in the game. Some of the models i experimented doing some sculpting using exclusively the tool inflate and smooth to not overcomplicate things. After scuplting i used the bledner decimate tool to unsubdivide as much as i could to make sure that the model didnt use up too much computing space.  

The first of which was the item "A taste of thier own medicine"


Picking this item up will give the player a 10% (+10% per stack) on hit to posion an enemy

The next power-up in the list was the "Close quater" item. Since this is technically an Australian made game i wanted to make an autralian coin, so i went with the 20c coin. Below are two sides of the same coin (no pun intended).



Picking this item up will increase player damage by 50%(50% per stack) when enemies are close


Next up is our final item, called the Holey Shield. 

Picking this item up will grant the player 25 shield (+25 per stack) Shield is health that gets damged first, and cannot be healed by regular means. the player must not be damged for 5 seconds before the shield will start regenerating over time. 

Next up is our relic items! These items we orignially aim to have give you one after our supposed boss level, however if we don't get the time to make a fully fledged boss we will just intergrate them into our regular items. 

The first of which is our "Magicians best friend" 


Picking this item up will reset the throw attack cooldown on any kill

Next Relic is our "A bargain with death". For this item i used the following sketch of a scythe i found online as a reference to make the object.


Picking this item up will make it so that when the player dies, the cheat death. However this item will then become redundant

The last of the items is the "Crystal Focus"

Picking this item up will double player damage, but half thier maximum health


And with that that's all our planned items modelled!

Visual Effects

After uploading a WebGL build, we found that WebGL doesn’t support compute shaders and therefore doesn’t support our awesome VFX in game. Devo. So, I recreated them using Unity’s particle system. The splatter on the ground is now just a little plane that spawns at a random height below the enemy (to avoid collisions with other blood splatters). It’s a different style of blood splatter, but it’s still nice!

Pop


We also added a smaller splatter for a hit effect on enemies, and the player. It should give the player some valuable feedback to their failings

Ouch


Sound Effects & Music

We added many sound effects to the game this week. Multiple different sounds for the player swinging their weapon, as well as sounds for when they hit a slime.

In terms of music, we spent a little while making a backtrack for our regular levels to create the bit more intensity whilst running around. The backtrack was made using https://onlinesequencer.net/, however you can only experience this music in-game due to itch not allowing audio file upload. I had been playing a bit or Risk of Rain 2 mainly for fun but also kind of to see what made the game so fun, and found its heavy behind-kicking soundtrack to be one of the fans favourite part of the game.  So we tried to recreate a high intesity song with none of us being music experts and it turned out pretty well. 


UI

We linked the health and shield UI up to the stats for the player, so now they respond appropriately! The shield won’t really be there are the start of the game, but it’s in as an upgrade so important to implement the backend now so we can pump out those upgrades later this week. The volume bars in the menu now work too! 


Animation

We rigged up the animation for the light attack to match with the script controlling the player’s attack. The animation still needs more tweaking, but now it is far more satisfying to slap those slimes!

Pop again


We also fixed up the jank in the throw animation. There’s still plenty of jank to be had, but the player now throws a spinning stick at the right time in the animation.

Throw attack


General

We began working on settings for WebGL so we can have shadows and more realistic lighting. Our low poly style will be mostly textured with individual colours, and one way to make these pop and be more appealing is to use good lighting techniques. Maybe even some flickering lights, epilepsy warning?

Might be time to change that light bulb.


All the pieces for the slimes were now created, so we were able to make a fully dysfunctional slime with ranged attacks.

Ain't no where to run.


The upgrade system is almost complete. The player can now interact with an upgrade, and have the details of the upgrade appear on screen.

Upgrades.


References

Ovani Sound - Environmental Ambience Sound FX Pack Vol. 3 - Industrial Machinery
Ovani Sound - Foley Creatures Sound FX Pack Vol. 1 - Flesh Move Loop
Ovani Sound - Hollywood Action Sound FX Pack Vol. 3 - Bullet Hit Flesh
Ovani Sound - Hollywood Action Sound FX Pack Vol. 3 - Machete Swoosh
All available from https://ovanisound.com/ 

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