Production week 2


Welcome back guys! In the following devlog we will tell you about all the stuff we did in our second production week!

What has changed?

This week we started implementing more details. The level has started to take shape and some objects already have there correct meshes and scripts attached to them.

We tackled the rig of the runner character so we could quickly add animations and bring life to our game from there.


We made the basic animations like running, smashing, idle and pulling the lever to deactivate the cage lasers. Later in production we plan on adding more animations like an emote and maybe even implement some facial features.

To see how we would apply damage to our environment we made some destroyed versions of our assets. We have 3 different meshes that will be swapped combined with a smoke effect with the first one being complete, the second one damaged but still intact and third one is pieces of the assets piled up. We also added a screen to the oxygen tank to show how much oxygen is left although we are considering using a HUD above the oxygen tank. This will have to be confirmed during the next playtest session.


Character-wise we are also almost done with the catcher character, we will be starting the rig very soon. Here is a little preview.


We added almost all basic mechanics. This includes:

  • Catching
  • Caging
  • Oxygen
  • Stunning
  • Smashing

We also implemented a game loop that will take care of ending and starting rounds.

What hasn't changed?

Our game loop itself is still very minimal, we planned on having a bit more this week but unfortunately this didn't happen.

What went right?

From the coding side there weren't really a lot of problems, however we haven't really had the chance to stress test the game for bugs yet. 

What went wrong?

There was a lot of confusion when it came to importing assets and making sure everything was attached correctly to them. It also didn't help when the design of how the assets should behave also changed. We fixed all of these problems by making a small guide on how to correctly import and place the objects into the game.

Of course, the coding didn't have any problems. We decided to use the character controller from unity, which makes movement more easier. This makes it more difficult to parent a runner to a catcher when caught. 

What's next?

By next week we really want to finish the main game mechanics and the loop. We will also start implementing the HUD and the pickups. We will also try to put as many destructible objects in the level.

Files

MonkeyBananzaV3_Unity.zip 20 MB
Mar 11, 2020

Get Monkey Bananza

Leave a comment

Log in with itch.io to leave a comment.