Devlog 07


Bone hunters Devlog 7

Welcome to our 7th devlog, this week we’ve been working hard to try to implement all the last things that we want in our game. As next week marks our last week of our last sprint phase.

Art:

Since about all assets have been made, the artists have moved on to creating all sorts of animations, realtime effects, and implementing their assets into the final scene with the use of prefabs.

Furthermore, mainly the 2D artist has been focussing on the User Interface, Heads Up Display and the start screen, in order to have the vibe of our game even more cohesive. 

This is wherefore the final 3D models were created.

Next week is the final week of the production sprints, where we expect to finish animations, RFX and Interfaces, to enter our final stage, the polishing phase.

Programming:

The programmers have been determined to implement as many things as possible.

After testing the game further some bugs were discovered that after thorough examination we’ve been able to iron out. Then there are tons of new things we’ve been trying to add into the game. Starting with RFX, we’ve added some RFX for a couple of mechanics in our game, like: Barking, Stunned, Scoring.

A thing we had noticed is that when players were on the opposite side of the screen to where the action was, the camera would be too zoomed out. We’ve countered this by keeping the camera more zoomed in and teleporting dogs back to the middle if they are too far from the action. 

We’ve also laid some foundation for the animations by researching and experimenting with the rigs that we’re provided by the artists.

We’ve also started working on the Start Screen, so that we have some good foundation for when we receive all the art from the artists. 

The Character selection is as good as done, coding wise, some more art will improve the user experience and the players will not spawn with the correct models yet but everything else character select wise, is there!

The Sound Manager has also been created as this will help us with easy implementation of all the sounds for all the different mechanics. This should help us save time when we receive all these sounds from our Sound Engineer!

Sound: 

This week we've had a new member added to our team, a Sound Engineer! We've started by getting him on board with our ideas and visions of the game. 

This process didn’t take long as we all shared more or less the same thoughts. The Sound Engineer has started by creating some music samples that go along with the setting of our game. 

Currently there are 2 variations of the music, 1 slower paced and 1 faster paced. The slower paced version fits perfectly with our menu, while the faster paced seems like a perfect fit for the fast paced gameplay.

   

Files

BoneHunters-v0.7.zip 28 MB
May 03, 2022

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