Devlog 9: Last Hurrah


End of the second production sprint

Well well we finally made it. Thank you for sticking with us through this journey. Our game is fully implemented but not finishd yet.  Let's say our game is an m&m, we have nut and chocolate but we miss the sugar coat. Now that is our focus for the next sprint.

At this point, all assets that made the cut have been implemented, no additional features will be added from now on. The time has come to focus our attention on fixing bugs, tweaking settings and making our game look as good as possible before the finish line. The gameplay loop is complete and works as it should, there is sound, effects , though some of these minor aspects need adjusting. The horizon is in sight, and soon, our project will be put to the test. 

If you or someone you know encounters a bug, feel free to contact any of us regarding this matter. We appreciate you all!

Sound

A redesign of sound was chosen. We took the sounds of Worms battlegrounds as none of us are actual sound designers. This falls under being a school game and not being used from profit, but we will credit it of course. Now the sounds sound more comprehensive and flow well together. Tweaks need to be made to volume especially in contrast to each other. Nonetheless this will be a focus for us in the upcoming week.

RFX

Some Effects have undergone a Sprite sheet make-over, to fit the whimsical and  cartoony visuals of our game. The style is more consistent now, with but a few RFX not having the signature 2D sprite sheet syle, and, most likely, it will stay like that for now. There are also issues with the hummingbird explosion having a delay , but that will most likely get fixed in the polish week. 



Moreover, for most of the effects user parameters were added for easier control, especially position parameters as each of the effects consists of a few emitters, therefore having such parameter exposed made the work for the team much easier.

UI

UI is mostly finished, some elements might need size adjustments or changing of anchors. Controller schemes have been added and can be accessible though the Main Menu. Most pixelation issues have also been fixed. Play with up to 4 people. However we noticed there need to be some quality of life changes to the selection screen. It is difficult to know which player you are. We will solve that with transitions and a possible number for your player number.

We want to aknowledge the lack of mouse navigation throughout the game. This was a concious decision seeing this was a couch co-op game and to make the controller experience as good as it can be.



Animation

In order to animate the penguin - player character, the rigging and skinning of the mesh needed to be adjusted. Some hours were spent on some basic animations. However as none of the team members has had any experience with animating, the animations are rough and there is big possibility that they will not be added to the game as they could potentially destroy the visuals of the game.

Files

WingedWarfare-v0.10.zip 223 MB
May 15, 2024

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