Devlog week 11


Welcome everyone to the last Devlog 

This week is the last week of this Project. The last week of Polishing....

Let' begin and not be sad.

Artists

Joan polished many User Interface things. First she resized the button pressed because it did not had the same size as the original buttons. 

After that she updated the Player Icons, because they are all unique now so our Icons also need them. All of them now got the right helmet. At first she made it wrong and edited the small HUD ones but for the upscaled Character Select Icons they does not work- So she had to do it again but bigger. Then she also edited the shield color a bit because the color looked like the Character. 


Then she two Screenshots of our Game Scene and Post Processed. These should be used for the UI where needed. 


The Credits also needed a little refinement so she Colored them and made some others for diffrent purposes. 


At the end she also designed the Pitch Presentation and the Itch page. (but pssht this is not really related for the game ;)  -Joan)


Bram added an animation to our duck and movement back to the water.

He also worked on the colours of our level mostly changing the foliage.


After that he implemented the final boathouse mesh and did some levelbuilding adding more lilypads around the place and adding cattails to our reedleaves.



Felicia made a particle for when the head pops up, and shows the players the head can be attacked and chopped off. At first she tried utilising the ribbon rendered smoke trail used in other particles, but that looked strange when the character was moving, so it was changed to just a plume of smoke sprites.


She also painted in some localised moss and algae in between the bricks of the castle, using our material for vertex painting. The idea was to keep it subtle enough to not disrupt the cleaner, cartoonish style, but still not have it look untouched and too simplistic. Moss and algae generally grow where it is darker and more shaded, and where it is more damp.



Mauro started with creating a rowboat to add some extra decoration to the level, you can even walk on it!


He also made a footstep VFX so the character leaves little sandy  footprints wherever he walks.  

And he revisited the animations with the help of Mixamo to create an improved push and a brand new victory animation!



Programmer

Wout worked on the last additions to the game. Which are things like adding the last few sound we got from door, adding UI feedback when a shoulder is hit. And besides that fixing the remaining bugs in the game.

Ward worked on creating the loading screen in-between the player selection and the actual level:

Then also a wiggle to the character head was added:

The water effect that sometimes played on the wrong location (not anywhere close to the water surface) has been fixed and now nicely always aligns with the surface.
The player selection screen was also updated to match the design from the artists.
Lastly many more bugs were fixed as we progressed through the week, now hopefully none come back now!

Sound Designer

Hey everyone! Door here, you might’ve noticed I didn’t write in the devlog last week, unfortunately I got sick for a few days, and I didn’t get to write anything or work much on anything. So, this week I’ve had to catch up on the stuff I couldn’t do last week! I’ve been able to wrap up everything that I had for this polish sprint, which was mostly focused on adding sounds for the round countdown, player footsteps, player death and some music during gameplay so it’s not a silent void most of the game!




Thank you for joining us in our little adventure of making a whole Game in a Team where we did not knew anyone. We know we had fun making it so please enjoy our game 

That's it from us. For now? 

Files

LimbLoss.zip 377 MB
May 30, 2023

Get LimbLoss

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