Devlog7: Production Sprint 2 1


Prog:

We have rebranded the sideway movement of the player to use a more transitional speed. Given the ability to adjust precisely while also being able to move quickly if needed.


We used the same system to slow down the walls over time to give a more natural and smooth feeling rather than the more sudden slowdown system of before.


The color indicator that was displayed on the player, indicating the right form has been finetuned and rebranded to a powerup.

Lastly, we have implemented a shield powerup granting 30 seconds of wall invisibility, adding strategic options and temporary relief from obstacles.

ART:

Progressing and building up from last week, the water shader has been updated to display a certain amount of foam based on the nearest object surface. This grants a better visual experience and a more cohesive scene look  

Before           

After           

Also we've been working on a way to inform the players if they reached a new high score point, this consists of an alembic cloth simulation made in the same way as the cloak of the opera

here a WIP gif

For the crowd, we had to adjust one character because the mesh wasn't working with animations. so now we have these 2 simple audience members :) 



The crow members have different animations that get influenced by how the player is doing. In de image below you can see an example of the different animation states.

We also have some new assets that will make the world feel more alive, a little fish that can jump out of the water and a fan that will provide fresh air to the members of the audience :O


Get Form Frenzy

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