Devlog 5: Production sprint 1
After this week's production efforts, we bid farewell to the once-confusing limb movement system. It was a journey, but we successfully revamped the limb movement mechanics to align with the x/y coordinate system of your controller's joystick. This adjustment offers a more intuitive and immersive gameplay experience, enhancing the overall feel of the game.
We've upgraded the movement mechanics by introducing a new feature: toggling between the upper and lower parts of the limb using the bumper triggers. Now, manipulating the joystick initially controls only the upper part of the limb, allowing for precise placement. Then, with a press of the back bumper trigger, you seamlessly switch control to the lower part of the limb. This enhancement offers finer control over limb positioning, enabling more precise movements.
In addition to the limb updates, there's exciting news about the movement system. We've revamped and integrated the ability to bend the torso and manipulate the entire body, which was initially explored in the prototype phase, into the main game. This addition opens up new possibilities for creating captivating silhouettes, adding depth and creativity to the gameplay experience.
Last but not least we've implemented a ragdoll system for the player character, providing a more realistic and visually satisfying experience when encountering collisions with the environment. Now, when the player is struck by a wall or other objects, the ragdoll physics kick in, dynamically responding to the impact and providing a clearer view of the interaction. This addition not only enhances the realism of the game but also adds a layer of immersion. This will later be used to see the consequences of their actions in a more tangible way to see more clearly what part of the body was hit. Get ready for more intense and visually impressive gameplay moments!
ART:
Other than updating the programming side of the project we started refining the look of one of our levels, as you can see from the gif above. Also, we started the look dev for the crowd and refined the visuals for the mechanism of the moving walls.
We wanted to create fun and refreshing-looking characters for the audience, so I made these two characters based on Germán Reina Carmona's original design, rigged and everything :).
We need to make some adjustments to the colors of the chicken to avoid it being too attention-grabbing. We also worked on the appearance of all the menus as you can see, They're looking good, but we still need to add some cool animations. But that's something we'll get around to later though.!!
We've got some thrilling updates as well are bound to make the game feel way more enjoyable
Wall Collision Particles: You know those moments when your character accidentally brushes against a wall? Well, now, instead of it just being a minor bump, you'll see some particles emerge when it happens. It's a subtle but visually pleasing effect that adds a touch of realism to the game environment. Plus, it gives you a little feedback on your movements, making the interaction feel more dynamic and engaging.
Combo Particle Unlocks: when suddenly, you clear three matching walls in a row. That's when the magic happens! You'll trigger these special combo particle effectsIt's a satisfying reward for your skill and focus, adding an extra layer of satisfaction to your gameplay experience. So, keep your momentum going, and watch those combos light up the screen!
see you next weeeeek!!
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Form Frenzy
Dodge, Weave, and Strike a Pose in this High-Octane Puzzle Adventure!
More posts
- Devlog: 1.0 ReleaseMay 26, 2024
- Devlog 9: Polish SprintMay 22, 2024
- Devlog8: Production Sprint 2 3May 15, 2024
- Devlog7: Production Sprint 2 2May 08, 2024
- Devlog7: Production Sprint 2 1May 02, 2024
- Devlog 6: Production Sprint 1Apr 25, 2024
- Devlog 4: Production sprint 1Mar 27, 2024
- Devlog 3: Final Prototype & refined Art-styleMar 20, 2024
- Devlog 2: Pre-Production & PrototypingMar 14, 2024
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