Devlog 7: Second production sprint
Art
Hello dear fans and followers!
Welcome back, we have started production sprint 2. Here is a quick update on our progress. We are looking into what the most important things are to work on for the coming week and making the level really feel like a ruin! Meanwhile, Luke is busy with making the UI, which we all are excited to see.
Here are also some HUD elements that will be placed over the gameplay field.
We are creating assets to fill up the level and make it feel alive and more like an actual ruin.
We have added animations and sprites. This jump pad was a tricky one, but we managed in the end to get it in! Hallelujah, praise the gods!
Malou worked further on the level blockout and iterated a lot. Meanwhile Hugo worked a lil' bit on post processing. Things are slowly coming together and we are very excited to eventually show the final result.
Programming
We made a lot of progress this week.
We fully implemented the instability mechanic.
Peggy will now fall if Leggy loses stability, which can be caused by running too fast, or shooting too much.
But don't worry, if Peggy reaches Leggy, she can climb back on
Additionally, losing even a little stability will make Peggy shoot less accurate, and make it more difficult for Leggy to change movement directions.
We also finished our game loop by adding a lose condition. When you lose too much health, you will die, and respawn at the beginning or any checkpoint you reached along the way.
To make it possible to reach further distances, we added a breakable vase (still need a model though) that drops a healthpickup when destroyed.
After that, we added our final enemy type: shooter enemy. This enemy is spawned in front of the player, and will try to stick to one side, while shooting bullets. It fills a similar role as the trapper, but adds some variety.
We also implemented sliding, this was very tricky to do since we had to implement a custom character movement component.
After sliding you also enter crouch mode, so you can still move underneath low-hanging obstacles.
In addition to sliding, we also made a dash. This replaces the old sprint, since the most ideal way to use sprint was kind of like a dash anyways.
With all of these cool movement abilities, you can perform different combos: like jump-dash or jump-dash-slide.
Game Controls
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 6: End Of Sprint 1Apr 25, 2023
- Devlog 5: Production Part 2Apr 18, 2023
- Devlog 4: Production Part 1Mar 28, 2023
- Devlog 3: Finished PrototypeMar 21, 2023
- Devlog 2: PrototypingMar 14, 2023
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