Devlog week 8
Hello readers!
Welcome back to another devlog!
Foliage!!!
This week Bram made a bunch of stylised foliage assets using substance designer to bake and texture them. Vines, Reeds, grass tufts and lilypads!
Joan focussed on making more of the UI. She started concepting and cleaning up the Logo for the game.
She also made Sky Shadows but many diffrent Blend Modes for the Material did not cast the right Shadows. It was always either No shadow, hard and dark shadows or the shadow of the cloud mesh. Light Function made it look pretty weird with the texture she made before and using a noise Texture make it look too realistic. So the last Option for now is to use them as Decals.
Felicia made some more particles. We now have a cluster of sparks that indicate when a lost arm is ready to be reattached, and a splash of water that happens when a player falls into the moat. It was a bit tricky trying to match the colour of the water splash to the colour of the moat, but using the same textures helped to keep it more uniform. The splash itslef is a mesh, and it was tested to use meshes for the splashing water droplets, as well, but then it rather looked like marbles were scattered around... So we stuck with a sprite renderer for those. The ripples in the water are from a hand drawn single sprite.
Mauro started with decorating the Castle more with some windows and a nice big gate and some more decorative parts. He also made a visual indicator to show the players where the shoulder hitbox is located, by creating a pulsing emissive material. He also started creating big rocks which will help form the backdrop of our game, these are still a WIP.
Programming!!!
This week our programmers made a lot of progress completing the gameloop.
Wout focussed on the player feedback, adding sparks when reattaching limbs and explosion(placeholder) when losing limbs. The button to press also shows up and he also finished the grabbing sword and reattaching limbs.
This week, Ward worked on the player feedback, the main game loop and a simple menu before starting the game.
When starting the game now, an outline is displayed on all characters to easily spot where everyone spawned, there’s a 5 seconds countdown before the game starts in which the players cant move.
After that time, the fight is on!
With the player feedback now added, sparks will fly now when you damage the other player!
Sound!!!
Hi again, Sound Designer here! This week I’ve wrapped up the sound doc and hooked up my perforce to the project with minimal issues. Unfortunately, due to issues with my other team’s project I haven’t had much time to spend on implementing and creating sounds for Limbloss. I’m hoping I’ll be able to catch up with it in the coming week and help get Limbloss closer to a completed game.
Thanks for checking out our progress!
Hope to see you here again next week!
Files
Get LimbLoss
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 7May 02, 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
Leave a comment
Log in with itch.io to leave a comment.