Devlog Week 7
Hello readers!
The past week we did a lot of visual work and we are eager to show it!
Our artist Bram focussed this week on making a stylized moss material in substance designer. After this he also relighted the main level and did some level building/fixing up.
Joan started working on the HUD, creating the player icons and concepting how to make clear when a player has died.
Also concepting and creating the limbs at the side, which are the health representation for our game. They start with green and when the arm is off the arm gets grey. In case we also want to switch the limbs visual when holding a sword she also made the limbs with a fist.
Joan made a skybox texture with an AI, converted it to a HDR and created the Material for that in the engine.
Mauro made all the remaining character animations, once again using Mixamo and Maya, and encountering a lot of issues! But he made it work. He also made a particle effect for the dust trail when the character moves, for now they use the same simple sprites a the explosion fx.
He also finished up the sand material for the ground, giving it a more stylized look.
Felicia started the week with bettering the model for the trap with the swinging ball on a rope. Now the rope has a curve to it to make it look more like it’s actually swinging.
Then she made the particle for an explosion, which is intended to be used when a character dies. The plan has been to do particles without animated sprite sheets, as they can take a lot of time, and without a lot of hand drawn spite masks. The explosion now only uses one relatively simple sprite for the smoke clouds, while everything else is a material with a sphere mask.
Our programmers made our game playable this week and we can already tell, this is one heck of a fun game to play!
Ward focused on making the ragdoll / physical animation work, making the character move all wonky and funky. Also the sword attack animation has been added so now you can bash away at your enemies like there's no tomorrow!
A lot of bugs were fixed as well, including issues with respawning, the sword mesh not having a texture, and some other shenanigans.
Wout focussed on the reattaching for limbs and weapons, which is our unique mechanic that makes the game really fun!
From now on you can reattach a limb when you are losing one, but before you can reattach it you will need to wait until the limb is cooled down and ready to pick up. It is the same for the sword, to be able to pick up a sword, you obviously need at least 1 arm but it doesn't matter which one it is.
We also acquired a new team member this week!
Hi there, I’m a sound designer that has been recently added to the Limbloss team and for those who don’t know as a sound designer it will be my job to create and add audio to the project. Since it’s my first week on this project most of my work has been getting familiar with the project and writing a document about the sound and implementation guidelines and talking to the team on what their vision is and what they’re looking for. Most of the production work will start in the coming week, I’ll have more stuff to tell in the next post!
Thanks for checking in this week!
We're excited for the next!
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LimbLoss
Party-game, physics based couch pvp with a twist!
Status | In development |
Authors | Bram Tempelaere, FeliciaL, JoanTieu, MauroVa, DejonckheereWard, wouthaelvoet, Door8223 |
Genre | Fighting |
Tags | party-game, Physics, PvP |
More posts
- Devlog week 11May 29, 2023
- Devlog Week 10May 23, 2023
- Devlog week 9May 16, 2023
- Devlog week 8May 09, 2023
- Devlog week 6Apr 25, 2023
- Devlog Week 5Apr 18, 2023
- Devlog Week 4Mar 28, 2023
- Devlog Week 3Mar 21, 2023
- Devlog Week 2Mar 14, 2023
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