Devlog 6 - End of the first sprint


Programming

The dawn of the interactables:
at the end of the first sprint we started adding the base of an expandable system, Items to pick up, and items to kick around. this way we can add stuff like healing items or as we made in this part of the sprint: the shinies. as described in an earlier devlog(probably) our goblins are obsessed with shiny objects, so what better to indicate our score than picking up the shinies, gold coins, a goblet ect.
Next to the pickup objects we have the kickable objects which can be used as projectiles, this ended up being much harder than expected as the built in function we've been using for launching characters only exists within said characters, so we ended up having to recreate this function for ourselves.

For the Warrior enemy we added a new dash attack where the enemy charges at you and launches you in the air if you stay in the warriors path. All the physics assets for the player and for the warrior enemy is finished so with that we also added the knocked prone status making you ragdoll for some time and unable to move. For now we haven't added much abilities that can activate this except for the torsos super charged attack.

Sound

Now at the end of this sprint, our game has a very rich ambience system, with multiple layers and interactive elements to it. Such a nice and beautiful world definitely deserves a very detailed ambience! Together with the river and waterfall ambience, our world is alive and breathing now.

Outside of that, during the implementation of ambience attenuation, we noticed that the audio listener was on the camera and the attenuation didn't work unless if the camera was super zoomed in. To fix this, the audio listener has been switched from the camera to the torso player (whom the camera follows). The rotation of the audio listener is fixed like the camera rotation, to avoid too drastic changes in the stereo panning.

For music we did some research and our audio designer went through available libraries to find THE perfect score. Unfortunately, this search is not finished yet and will be continued later. And as a last thing, surface type detection logic is implemented, now we can play movement sounds depending on the surface type (grass, dirt or stone)! 

Environment Art

This sprint started with something every artist fears: cleaning. Turns out that working in a project where folders, levels, and layers actually make sense is... gasp... productive. After sweeping up the digital dust bunnies, we could finally focus on making the world prettier.

Grass got its long-overdue spa day, and the lighting received a full makeover. The result? A sunlit world that feels inviting and alive. Shadows are no longer terrifying voids threatening to consume the player’s soul—they’re now comfy patches of shade that whisper, “hey, take five, it’s hot out.” There’s still tweaking to be done, but we’ve moved from “accidental horror game” lighting to “fantasy summer adventure” vibes, and that’s a win in our book.

Character Art

We also went from an enemy blockout to a fully textured bad guy. We've given him random helmets to not make them all seem like identical twins! Luckily for us, this character didn't make us run into lots of technical issues as the workflow had been tried and tested before. Next up, we'll give him a proper sword!

 
Enemy

Files

PrototypeDevW03
External
4 days ago

Get [Group14]GobGob Knight

Leave a comment

Log in with itch.io to leave a comment.