Devlog v0.9


Devlog-v0.9

Programming

On the programming side we implemented all the art that our (amazing) artists have been making the last couple of weeks.

Other than that we also added the winning condition where if all players are dead the one survivor wins. To show this visually we also added the crossing out of the HUD of the players that are dead. 

Several other changes have been made and features included.

  • The Ushanka (Freeze) hat has been implemented and put in the game! Players with the freeze ability can now shoot at other cowboys and slow their movement for a while eventually making them unable to move for a short duration. This leaves them vulnerable and also unable to go after more hats.


  • Several trails for projectiles have been remade and look different including the sniper, ushanka freeze bullet, and regular bullet trails.
  • The death animation has been added into the game as well as the implementation of the death mechanic itself. When a player loses all of their hats, they are out of the game and "die". The cowboy they play as becomes embarassed because they are bald and runs off-screen.


  • The death mechanic also enables a secondary win condition, the last cowboy standing wins. This adds two main objectives to the game for two different playstyles.
  • Impaired movement: the more hats a player has the more slowed down they will be by the weight of the hats.
  • Changes to aiming: bullets used to keep the rotation and position of the revolver in mind when firing. This made it to where during the running animation the revolver moved from side to side and made the aiming off-center. To mediate this, the point where the bullets shoot has been changed to be independent of the position and rotation of the revolver and will now fire only in the direction of the indicator at the player's feet (in the direction of the hat symbol).
  • The level has also been modified a bit. Originally the colliders which are used in physics calculation (for collisions) were mesh colliders for various props. Those colliders have been simplified into boxes and capsules to make sure the ricochet mechanic works better. The complex mesh collider made it hard to predict where the ricochet would go and made it a hassle to try to aim. Reworking this was a very important improvement.
  • Any special hats whose abilities were not able to be made in time for production has been removed from gameplay. Rest in peace to the Wizard, Space, Bandana, and Construction hats. The hats that remained are the Racing, Ushanka, and Sniper hats.

Art

This week we finished the  UI design which is also implemented (see programming rubric). These include the main menu, the controls screen, the join screen and the game over screen.  For the buttons I made 2 versions for each, one for when it's not selected and one for when it is.

Main menu exist of start game, controls and quit game buttons with a simple background also presenting the title of our game Hats Off!


Controls obviously show the controls screen and gives you the ability to go back to the main menu.


The join screen let's a wanted board pop up everytime a player joins the game, the wanted boards (with a pun) each get a different name,a unique character pose and the color that the player will be represented by during the game(e.g green, red,...).   When players ready up the board beneath that hangs there will change from 'not ready' to ready.

For the Game Over screen I reused the idea of the wanted posters which will display the winning player's icon and name and giving the players the option to play again or to exit to the main menu.



Along side the UI, all FX are finished and are ready to implement in the game.
Images of the particles can be found at the top. There is an issue with attaching them to this post.

Files

HatsOff-v0.9.zip 39 MB
May 15, 2023

Get Hats Off!

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