Devlog v0.8


Devlog-v0.8


Programming

This week we finished the framework of the power storage and made sure this all worked. Together with all the visuals (which are now present in the HUD) we got ourselves a system to keep track of the different powers. 

 After this we focused a bit on the feedback we got last week about not feeling the satisfaction of shooting someone. Because of this we tried implementing a small knockback to the player that got shot, together with a quick material change that makes the player go red for a split second. This however is not yet fully functional.


 Other than that we added all the finished art to the HUD as well as all the hat renders, now that we had all the art for this we could implement a visual cue that shows us that we can use a certain power by scaling the hats up and down. When we activate the power the hat will shrink and then the power is gone. 

This is definitely not final as we are still looking into having a different visual for this. 

We also added part of the finished art to the join screen. 

As for the gameplay side of programming, there were a LOT of bugfixes. This week we had several weird things happen in the game such as players disappearing into the floor, the model of the player rotating to where it is off-pivot, etc. The main bulk of this week's gameplay programming has been bug fixing, however, the main framework for the abilities is now fully implemented! Each ability when the code is added can be activated and used.

Player has become a mole! Aaaa

A severe bug in which players would clip through the floor and would be able to move but would not be visible.


Bugs aside, we have good news! The sniper hat and racing hat abilities are fully implemented. The players can now use the sniper hat to shoot a high-velocity bullet that takes off 2 hats instead of 1 (also has a bigger area in which it collides with a player aka hitbox). They can also use the racing hat to gain a temporary speed boost of 4 seconds in which their speed is 1.5x the usual!

Art

This week made adjustments to the hats and the level playing field based on the feedback we got.

rescaled  all the hats in general to make them more visible while playing


made the bandana hat and the freeze more noticeable


Then restructured the playing field so that no valuable space would be lost and give it more of an arena feel leaving the middle of the field clear of assets, whilst also desaturating the assets in the field in function of the visibilty of the player  and its hats.

Also made the player HUD's consisting of a framework which has a character  face with a name assigned, a progress bar  with different colors for  the different players. On top of the framework it shows the top hat for  which there are front renders made. 

The player  that is in the lead with the most amount of hats will get a sherrif's star so it will be extra visible for  other players to notice this.


Started on the design of the joining screen, per  joining player  there will be a wanted board popping up with the player's name, color  and a unique character  pose in the poster itself. Besides that there will be a subtle background to br eak up  the blank space.  Obviously this is still in progress.

Files

HatsOff-v0.8.zip 32 MB
May 08, 2023

Get Hats Off!

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