Devlog 6: start production sprint 2


We are back! A new week, a new sprint, a new devlog.

We started our second and last production sprint this week. After this there will be a polishing sprint, so if we want to add any new features, now is the time. We started the sprint thinking about filling the gaps our game has right now, this being: the UI and visual effects. We didn't work on the sounds yet, that will be for later.

Programming:

We added animations to the players.

The invisibility was reworked to use dithering. As using a mesh with translucency did not work properly. So this was a better working solution. That is very cheap to render at the same time!


Movement was reworked, the player now moves towards the direction that the player is going in. But this can be overwritten with the right thumbstick. This way the tagger still has maximum control over his abilities, as they are dependend on the way he is looking.

The fart mechanic was added to the player. At random occasion the taggees fart being on the move (invisible) or not. So it may or may not reveal their location. So even if the player can stay invisible through for example moving in a big circle his position would now and then be revealed.

A more general system was set up for these effects. This allows us to ask a for an effect on the fly during the game.

And finally a lot of objects got physics applied to them to make the whole scene more chaotic.


Visual Effects:

This week we worked on some FX! We start of strong with our fart particle! Make sure to hold your breath cause these babies ate something terribly wrong... 


The Zzz particle will be activated when babies are tagged and placed in the crib.


The next particle will be triggered whenever a baby gets teleported through an airvent.


HUD:

We also started drawing some images for the HUD. The HUD will have:

* a timer, the duration when the round will end
* one pacifier for every baby that is caught and placed in the crib
* a milk bottle,  for the tagger to see when he can drop a new bottle on the floor


Menu's:

Time for some menu's! We're still thinking to make a night scene out of the main menu, so the buttons become a bit more visible. 
Can you spot all of the babies?


After playing some rounds, the ultimate winner will be announced. Make sure you are not the loser cause then you'll have to sit on the cold, hard floor... 


Animations:

We tweaked the animations a bit so the babies don't slide over the ground too much. This still needs some tweaking as we playtest our game. The current idle animation we had was a bit too wild, the player kept looking around constantly when he stood still, so we changed this a bit. Now there is one basic idle animation (standing still) and after some time the baby  plays another idle animation (looking around or stumping his feet) and then it will get back to the basic idle animation. Demonstration here below:


Files

BedtimeBreakout.zip 243 MB
May 17, 2020

Get Bedtime Breakout

Leave a comment

Log in with itch.io to leave a comment.