Polish: Devlog 9
Hi everyone! Can you believe another week has gone by? Time is blending together for us too, with all the features we want to implement in the game we've been working hard to polish the game as much as we can!
Art Devlog
This week we polished the foliage and rocks too, adding more color variation and detail to the textures, as well as making normal map for them. They look so fluffy! As the foliage is a huge part of the scene, it was important to get it right, and we think we’ve done a pretty good job.
As always, we are still working on the lighting of the scene. Now we are finally at a point where the lighting is starting to get there! It is really exciting to see how the level transforms with just lighting. We also added some dust particles in the air to add more life in to the scene, as well as tweaking things here are there to really make the scene come together.
It was interesting to work this week, as we needed to re-arrange things for a better composition while maintaining space for the players. To be honest, if it was up to us, most of the scene would just be foliage and trees. But alas, we are making a game after all, so we had to compromise.
Although we are all happy about the way the game looks, there are still some big polishing changes happening next week, so stay tuned!
Programmer Devlog
Polish sprint! Meaning everything we have needs to be as bug free as possible, run as smooth as possible, and overall just give a really finished experience.
Since it's easier said than done to rework old stuff into working smoothly, quite a few hairs were lost as the abstractness that is programming gave more bugs then we fixed.
Eventually we fixed them and here is the result!
We did the pooping mechanic of the seagulls, before when the poop would land on something it would be frozen in the air and not do anything else, we fixed that by adding a small velocity on the poop.
Before the poop would always land on the left side of the food, right now the poop will land on the opposite side of the field in comparison to the player who threw the food.
The poop will also disappear after the water has gone over the poop enough for it to be deteriorated.
The sandwich is being thrown! Instead of being teleported in front of the crab by a certain offset, you can actually see the food being thrown.
There was a certain bug in the game that was caused by a tie, (since I was forgetful no gif of this sorry), what happened was that after the first pearl gave the winning condition, there was a fraction of a second that the update for the second pearl still went through even if it should have been reset already. We fixed that by just deleting the other pearl the moment one of them reaches the winning condition.
Next week we will try to make the movement more smooth. because this still feels buggy and not satisfying at all.
Appart from bugfixing, we also implemented some music, ambient sounds and sound for the waves and the seagull. more sounds are coming next week!
We also looked at how we could make the updatefunction for the beach faster, while keeping the beach as detailed as possible (ideally 300x200 vertices). None of the solutions were flawless. so for now we just stick to the old way. but toned down the resolution of the beach to 200x100 until we have a better solution.
Files
Get Oh Crab!
Oh Crab!
The only thing crabby about this game is the title.
Status | In development |
Authors | Dave, yinuo, ndehert, JanWer, Sana.almusalli |
More posts
- Ending Devlog!May 27, 2020
- Polish: Devlog 10May 14, 2020
- Production: Devlog 8Apr 30, 2020
- Production: Devlog 7Apr 23, 2020
- Production: Devlog 6Apr 02, 2020
- Production: Devlog 5Mar 26, 2020
- Production: Devlog 4Mar 18, 2020
- Production: Devlog 3Mar 12, 2020
- Prototype: Devlog 2Mar 05, 2020
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