Devlog v0.7


Programming

This week we disabled the hat wobble for a bit, for testing purposes this is a lot easier as there are not many glitches right now. First of all we added all the finished hat models to the game to visualize how this will look. 

Other than that we mainly added the special hat system to the game, now when a player picks up a powered hat this will get stored into a separate variable. This makes it possible to add a new piece to our HUD which will show us the power we currently have, when we have a power stored we can now press the left trigger to activate this power. 

For now, nothing will happen as we don't have the abilities yet. We can now also see which player is winning (yellow background) and the players are now starting with a certain amount of hats, which makes it so you can already shoot hats from the beginning of the round. 

As well, with some testing we discovered some issues when the player is using a special ability hat and has their hat shot off mid-activation.

Therefore we decided to make the player invincible during the time that the special ability is active.  The code for the I-Frames has been altered to allow us to make the player invincible for however long we want instead of a fixed amount of time. 

There were also some issues with the special ability being triggered that were solved this week. Now each player can individually have their own special abilities stored and can each activate them when they want! We also made sure the abilities cannot be activated over and over again after they have been activated once.

We have also been playing around with being able to shoot off multiple hats at once and trying to get that feature to work for the sake of the effects of a couple of our special abilities. With a bit of testing and tweaking, we were able to successfully implement this. The first special ability to be created with the help of this now being implemented will be the sniper hat! We also have the groundworks for the code of the special abilities and just need to make the individual code for each ability. With our artists working on the VFX of the fireball and other things, we can soon also add visuals to the abilities once the code is added. 

As you can also see in the GIF above, the movement running animation has been added to the player as well. Previously the player only had a single idle animation. We will also soon be adding a player "death" , an animation for when a player get frozen, and one for when a player is hit by a fireball, ...

Art

This week the final models necessary have been made which being the powered hats and the gun.

In  order of appearance: Basic Hat, Bandana Hat, Freeze Hat, Wizard Hat, Construction Hat, Racing Hat and the Sniper Hat.


Below the gun model.


Comparing to the environment assets, these models have all separate textures. 

Now we also have the ground plane to finish of the environment


Regarding the environment assets, this coming week a shared texture template will be made so all modeling and texturing related subjects will be finished. 

We have started with the FX for the game, currently we have the tumbleweed effects in the game as well as the fireball FX for the hat power. The fireball is still a WIP.

For the dropping of the hats effect we will reuse the dust cloud from the tumbleweed dropping on the ground.


Files

HatsOff-v0.7.zip 35 MB
May 01, 2023

Get Hats Off!

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