Week 8: Easter Eggs


Easter break was upon us and with it came the unofficial start of the 2nd production spring. We left off discussing what we were going to push for in our last production sprint. After a true gladiatorial struggle for features to stay in the game  only so many could go on to the next round. When we were done doing this we distributed the tasks, wished each other a good time for the holiday and rode off in to the sunset.

but what did we actually get done:

Florian:

I allocated 2 days of my holiday to work on the project devoded mostly to the traps  and bringing in the first elemenst of my biggest task for this sprint: the UI.

I made the Rotating platform which gives the overlord the power to change the dynamic of the level at certain places. Rotating these platforms makes them harder to traverse for the minions. At first I came up with the idea to have the  platforms rotate back to their original state as soon as the overlord activates any other traps so he/she couldn't just turn all the platforms and leave it at that. However after some discussion we agreed that a timer system, in line with the other traps, would be a better idea.

In implementing the timer i started working on the UI cause i needed some way to communicate the timer back to the players. So I made a text object that billboards to the camera displaying the time left for the trap to restore itself.

I had some problems here and there but nothing too major and in the end everything worked well so i'm pretty happy with the result.



Paulien:

I took some time off during the holidays, but got started again by the end. Before the holidays we divided our tasks for the rest of the sprint and decided who would do what. I made a basic forcefield (left) which I later completely changed up (right), that is mostly finished now. I also finished the animations for the main character. I made some adjustments to the main character rig so it would work for the overlord model. I also started on adding some stuff for the UI in-game.


Yannick:

I've been working since the start of the vacation and instead of only working a couple of days before the deadline I've tried to spread out the work and work a couple of hours each day. 

I started working on the concept of the end which includes an altar (finished) and an arch (concept). The altar textures didn't really please everyone in the beginning, so I had to change them and made a couple of different iterations that are not yet decided upon. But after working on it I thought it would probably be better to work on the objects we already had, but hadn't finished yet, so I started working on a torch that still needed to be textured. After that I made a spike trap so we had a visualization of how it would look in the game which I hoped would help with designing the levels.




Robin:

This holidays I made a short sprint during middle. Mostly working on the rotation of the towers and how they interact with the minions. Minions will now be squished by the terrain. This does have the major downside of the entire level being made out of dynamic objects, but it works, so that's what matters most to me right now.
Something else I did was work on the level the game is using. Creating a level that's circular, loops around and connects to other layers that rotate is a really interesting challenge.

Files

[Group08]_Sacrifumble_04_18.rar 99 MB
Apr 18, 2018

Get [Group 8] Sacrifumble

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