Devlog 11: Final week


Welcome to this final devlog! 

The game is wrapped up now and we are both happy and sad that it's over. We hope you enjoyed the journey as much as we did. These 12 weeks of development had its ups and downs, but we had a very good experience making the game. Everyone learnt a lot and we can finish this off feeling happy about.

Art

In the last week, we added an extra area before the boss fight to showcase the trappers difficulty even more. We wanted an area where you have hordes coming from behind to push you forward while the trapper places traps in front to slow you down.

Trapper area: 

We also finished set dressing the level and adding the ducks and bamboo into the game. 

This is what the boss section and end of the level looks like now!

We also created flowers and added them throughout the level:


Our character selection screen is now also done! 


We also added fish to the water to make it feel more alive.

We also added a victory screen with a banner!


We will finish off the art section of this devlog with some beauty shots from the game:



Programming


We added the healthbar animation to the game, it now shakes whenever you get hit. The health change is also no longer instant, but instead slowly goes down (or up).

Shooter enemies will no longer just stand there shooting at a wall that's between him and you, but will instead try and find line of sight to actually hit you.


You might remember that we had an enemy spawner in our early builds, we've since removed it since it made it difficult to balance separate parts of the level.
Recently however, we noticed there were quite a few spots in the level where you could just move backwards while shooting enemies, or shoot them from outside aggro range. To fix this, we modified our enemy spawner to spawn enemies at a specific spot, if the player is in a certain area. This way, we can balance different parts of the level separately. And also make sure there's a constant threat of enemies coming from behind, which will keep the player moving.

To make it easier to understand our stability mechanic, we added controller rumble. This rumble happens whenever instability is increased, with an intensity based on how high the instability is.

We added some more sounds aswell, like footsteps and swearing for Peggy.

We also added some of the visuals our artists made earlier, like bullet holes.
And we did some bufixes, like being able to kill traps.


We also finished the character selection screen, each player can now select whether they want to play as Leggy or Peggy. This took a bit of a restructuring of how we spawn the players, since we now only spawn and assign controllers after the character selection screen.


Game Controls

We updated our controls visual :)


Files

LeggyPeggy-v1.0.zip 363 MB
May 30, 2023

Get LeggyPeggy

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