Devlog 5: Production Part 2
Welcome back to LeggyPeggy!
Hey there! Just wanted to give you a quick update on our progress. We're currently in the midst of our production tasks, and we're actually getting pretty close to finishing up our first production sprint - how exciting! Our team took a bit of a break over the past couple of weeks, but we're all refreshed and eager to jump back into production again. Can't wait to see what we'll accomplish this week!
Art
We focused on improving our assets and blockout by adding some new features such as stairs and walls. We even updated our smart material to make everything look even better! On top of that, we put a lot of effort into perfecting our water shader to ensure that it looks stunning and adds depth to our scene.
In addition to this we started working on the interactable objects. These will be used in our game for the players to shoot and jump on.
We also finished the characters and are really glad how it turned.
We had a lot of fun this week, the game feeling more and more like what we envisioned and we hope you enjoy it too.
We still have a lot do to this sprint, cliffs and starting to work the RFX for our game, together with foliage, columns and arches.
Coding
We've made some changes to the enemy spawn system so that enemies now dynamically spawn behind the player, always staying on the navmesh. Not only that, but enemies can now spawn projectiles too! This will be super useful for the side shooter and trapper enemies - we can use the projectiles for their traps and stationary projectiles.
The biggest focus for us this week, though, has been implementing chaos physics for our breakable walls. It's been quite a learning curve since the chaos physics system is really complex and we had to start from scratch. At first, we thought it would be as simple as calling a function to break the wall when its health hits 0, but unfortunately it's not that easy. Instead, we have to use different fields like anchor fields and force fields, which are engine blueprints that can be a bit tricky to work with in c++. We're currently working on it partly in blueprint, but we're in the process of doing it fully with c++ - we're getting there, but it's taking some time. Overall, we're making great progress and can't wait to see where we'll go from here!
Game Controls
The controls for our game haven't changed this week, but no worries, we'll post them again so you know exactly how to play the prototype. At the moment, only moving and jumping are implemented, but we're working on adding more exciting features for you to enjoy!
Files
Get LeggyPeggy
LeggyPeggy
Grab a friend and fight your way to the end - Let's see what you're made of!
Status | Released |
Authors | Rune, Sarah Platteau, hugo.colauto, LukevanKlooster, simon5986, MalouDePaepe |
Genre | Action, Adventure, Platformer, Shooter |
Tags | 3D Platformer, Cute, dae, Local multiplayer, Third Person, Two Player |
Languages | English |
More posts
- Devlog 11: Final weekMay 30, 2023
- Devlog 10: Start of PolishMay 23, 2023
- Devlog 9: Final week of productionMay 16, 2023
- Devlog 8: Second Production Part 2May 09, 2023
- Devlog 7: Second production sprintMay 02, 2023
- Devlog 6: End Of Sprint 1Apr 25, 2023
- Devlog 4: Production Part 1Mar 28, 2023
- Devlog 3: Finished PrototypeMar 21, 2023
- Devlog 2: PrototypingMar 14, 2023
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