Polish Week 1 - Pipeline switch, enemy adjustments and bug fixing
Developement
Arm implementation
This far the character didnt move his arms according to his aim. We tackled this problem in the polish week. We used FastIK from the asset store to help us out with that.
The arms now rotate towards the aim but are constrained to not break the model. There are still some changes to be made.
The back side, same constraints.
The weapons switch hands to still aim in the right direction.
Enemies
We wanted to improve the Wander because the enemies would still frequently walk against walls.
So we added two new behaviours:
Enemy directly avoiding the wall.
And enemies walking along the wall, not against it.
Culling
One thing we wanted to do was switch the render pipeline, but one thing was holding us back. The see through shader used the standart one, so we created a new system.
We are turning the objects transparent so you can still see the character.
Balloons
The balloons looked to static so now they have a more natural ascent.
Art
Our rapidly growing asset library needed some thorough organization: We ensured that every object is in prefabs and the inheritance of our objects are correct. Steps like these are crucial to create a consistent game level that the developers can easily change on the fly, without having to tweak too much within the assets or the game code.
After we organized ourselves the fun could begin! Below you see the results of our first meshing pass:
We aimed to finally dress up the scene as intended, give it some authenticity, some small story elements and make it come alive. We started with defining the party area as it is a central POW where the player arrives very early on in the game.
We added more decoration to finally boost and adjust our color ratios and achieve the saturated happy mood we were aiming to set from start.
Toys and other small bits ensure that the detail stays consistent throughout the level, and everywhere where the player can go will be paved with interesting assets.
On the other hand places where the player should not traverse were better defined using a premade cluster of shrubs that we copied and rotated around our scene to give it a bit more natural aesthetic. At the edges and at barricades these meshes are perfect to give the sense of barrier to the player, therefore creating a notion of naturally avoiding these obstacles.
On top of all that, thanks to the new render pipeline could make a water shader, It's still in development, but it's getting there!
Files
Get Two Man Horse
Two Man Horse
Is it a horse? Is it a Pinata filled with candy? It doesn't matter for our crazed horde of sugar fueled party children!
Status | Prototype |
Authors | David_Mes, FrankaIndeherberge, steveverhoeven, FilipLeurs, jordanso |
Genre | Shooter |
More posts
- Two Man Horse is launching!May 26, 2020
- Polish Week 2 - And we have a game!May 13, 2020
- Production Week 6 - End of production!Apr 29, 2020
- Production Week 5 - The Level, Character Animations, ParticlesApr 22, 2020
- Porduction Week 4 - Animations, AI, Menu and the Veggie GardenMar 31, 2020
- Porduction Week 3 - Interacting, Main Assets and Enemy DesignMar 24, 2020
- Porduction Week 2 - Movement, Items and CharacterMar 18, 2020
- Porduction Week 1 - Production begins!Mar 11, 2020
- Art coming soon!Mar 03, 2020
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