7th Devlog: After Break Production
Creating a clean HUD and implementation.
For the HUD we needed to keep the screen as clean as possible and only display important usable information. This way the player will not be distracted and can easily read their environment.
Also creating a pause and main menu concept as a guild line for future implementation.
Main Menu:
Pause Menu:
Creating the main level.
With the many assets and prefabs we have already created. It was relatively easy to create a functioning and interesting level. While creating the level we had to keep in mind some important steps
While filling the level with assets we decided to add chain fences around the edges to make sure the player would not fall off in certain areas. We made a skybox material to have more freedom in choosing the colours of the airspace and we also added fitting lights. We enhanced the mood of the scene by adding a post process volume and some subtle background fog.
- Creating the level to be satisfying. This is a very important step because the entire premise and purpose of our game is to make the player feel like a parkouring god. This is also something the player is NOT given, but will have to learn to achieve.
-Creating creative pathways the player can use, as well as the advantages and disadvantages of using these pathways.
-Creating a level that gives off a believable and interesting atmosphere. Setting the player in reality.
We had some people test the game to see if the level itself wasn’t too difficult. The testing was before difficulty functionality was implemented but the difficulty would correspond with the normal difficulty in the current build. The level during testing was also shorter than the level in the current build. None of them thought it was hard and they all got some good best times. On average the player completed it’s first run on the third (3.2 avg) run, If we exclude the people that used the reset button. This was on ‘normal’ difficulty, so they probably would complete it on their first run on easy difficulty. We’ll do another round of testing when the leader boards are implemented.
We finally applied our toon shader too the whole level. The toon shader is affected by the direction of the direction light + also takes into account if it's night or day. The shader also interacts with the fog. As the fog comes closer, the material starts deteriorating/getting darker. This is a good indicator if u are safe or not.
Files
Get Escape the Fog
Escape the Fog
Plan and parkour your way around building tops to escape a menacing fog that follows you closely behind
Status | In development |
Authors | OwenMaes, Jerreeee, Ghata, olzyioannaa, Christopher Null |
Genre | Platformer |
More posts
- 10th Devlog: End of Polish SprintMay 12, 2021
- 9th Devlog: Enter The PolishMay 05, 2021
- 8th Devlog: Last Week of Sprint 2Apr 28, 2021
- 6th Devlog: First Week of Sprint 2Mar 31, 2021
- 5th Devlog: Production week 3Mar 24, 2021
- 4th Devlog: Production week 2Mar 17, 2021
- 3rd Devlog: Start ProductionMar 10, 2021
- 2nd Devlog: Gameplay PrototypeMar 03, 2021
- 1st Devlog: PrototypeFeb 24, 2021
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