Week 9: Prepare for take-off


And on the 8th week Alex said "game presentations next week" and he saw that it was good. However we saw a mountain of bugs, short level and unfinished art that had to be presentable in a week, time for action in other words. Lets see what we have to show the world tomorrow. 

Florian: 

I had to finish up the first part of the UI (the progress of the minions on the tower) because we couldn't come in without any UI or UI that wasn't working properly. Luckily this went better than I expected even though it took me a while to figure out how to move widgets around on the screen. 

Secondly we had to be able to fly higher on our tower this meant that an additional disk had to be designed and I also put my back in to this one. After some annoying problems with the art level I got my it up and running. I designed a disk that was more open than the other ones for more maneuverability and to mix things up in the level design to keep gameplay interesting.


Robin:
This week I added the spawn points system and did some helped some of the others with issues they've been having.
The spawn points are using a field in front of the tower which can activate or deactivate a spawn point. A spawn point must be in front of the tower to be usable and are deactivated once they leave the front of the tower. minions spawn on a spawn point near the height average of all other players.
There were some serious issues with the source control of the level which were only fixed the day before the deadline. 
While adding the spawn points, I noticed that a lot of parts of the 2 discs of the level I had created had been changed without informing.
Do not appreciate.


Yannick: 

This week I had a little less time but i started working on the end. It has to be something unique you haven't seen anywhere in the game yet. I based it on a sculpture of a jaguar and made it so the mouth is where you enter the temple. you will quite literally have to go through the belly of the beast to reach the next level. so far it's modeled and unwrapped but not textured. because it's a unique asset i will have to make a unique texture which will take some time.


I also worked on the texture of the crushing block trap and changed the model a bit. So far the texture has almost the same colors as all of the other stone objects, but it's a little darker so that it stands out. It also has some color elements on there but in case any of the colors don't fit, i made the texture so it is really easy to change them.



Paulien

I started off by dividing our art showcase so that you could clearly see what each artist had done/made. Then I focused some more on the forcefield so there would be an effect whenever a character ran into it. I struggled a bit with this and it still needs some polishing, but it works.


I then made the material and adjusted the blueprint so an outline would be visible around the traps whenever the overlord was close enough to activate them.


I made the animations for the overlord. I also added some small bits to the UI.



Maximiliaan

Unwrapped lots of meshes, implemented character animations, and made some particle effects for characters.

Also fiddled around a bit with post processing and the general look of the scene, to make it look just a bit nicer.



Files

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

Get [Group 8] Sacrifumble

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