Production week 3


Welcome to our devlog of our third production week!

So to start off, this week we implemented a HUD and a leaderboard system. The HUD dynamically updates in relation to the amount of player in the game. The HUD shows the scores of the players and the amount of oxygen the catcher still has. Once the game is finished we transition to the leaderboard screen. On this leaderboard you can see which "team" (runner/catcher) won and why. We also display the players ranking from best to last based on their scores. The leaderboard is not fully developed yet (art-wise).

We also implemented the runners animations from last week into the game itself. The runner now has full animation controls.


This week, we added the power ups. The power ups have predefined spawn points for now, and the runners and catchers have each their own set of power ups:

  • Catcher
    • Speed boost (Run faster for a few seconds)
    • Tranquilizer gun (Adds a temporary tranq gun to the catcher)
    • Oxygen boost (Refills the oxygen of the catcher)
  • Runner
    • Shield (The runner has an extra life for a few seconds)
    • Damage boost (The runners does extra damage for a few seconds)
    • Stun (The runner gets stunned)

The stun for the runners is a bad power up, to make it a little bit more fair for the catcher. The shield is still a work in progress, but the other power ups are working. Next week we're gonna add an indication which power up you have.

The tranquilizer gun also made its way into the game but as of right now it is still a very basic version.

We also started producing lots of destructed assets since every destructible prop needs 3 versions. Because we needed so many, we decided to take on this challenge relatively early in production.

Destructed versions of assets

The catcher now has a proper model. It was a bit more challenging to rig than expected but it we made it work. The catcher's net and tranquilizer gun will be finished next week .



The catchers running animation is also done and will be implemented next week.

It was time to place all the assets in the scene. It's noticeable that all the props work together in the environment. The colors we chose are blue tinted, which will look great in contrast to the red warning lights we will implement later. The outline compliments the meshes and makes the details stand out, which is what we were hoping for!


Files

MonkeyBananzaV4_Unity.zip 25 MB
Mar 25, 2020

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