Devlog 6: End of the first production sprint
Welcome to the latest devlog of our game!
The end of the first production sprint!
Greetings! It's been an exciting week for our group as we hit our last week for the first production sprint. We're thrilled with the progress we've made so far, and can't wait to share it with you.
Here is what happened this week :
Art
This week, the artists, once again, added some new models. Now that the bumper cars were added we have all the attractions, they also created food stands along with some additional environment details such as a trashcan, a fence, trash and cables. These models not only add to the visual appeal of the game, but they also provide additional gameplay elements that players can interact with.
But that's not all! We also started working on the textures for the game, which helps to create a more immersive experience and bring the art style together.
The player character also has a new look!
As you can see the layout of the map is also starting to come together. During our previous layout test, we discovered that the map's angles were too sharp, and didn't quite match the aesthetic we were aiming for. However, we've made some changes by adding more rounded edges, resulting in a much softer and more adorable look!
As for the UI, we have a new widget to indicate were to ditch the trash. This goes with a new functionnality that as been added by the programmers as you will read after.
A modification was made on the damage bar that we showed last week. To make it more understandable (and cuter!) we replaced the gear by a smiling face.
And our newest element, the RFX! The artists added some smoke and fire effects to show when an attraction needs repair.
In case you missed it, we have a brand new game logo! It's a cute and eye-catching design that perfectly captures the spirit and tone of the game.
Programming
Of course, the programmers have also been working hard to improve the gameplay experience. They've been creating new interactions for players to enjoy, such as the dunk tank functionality, allowing the players to mess with each other by putting a player in a short time out inside the dunk tank. You can also keep the fair clean by picking up the trash and throwing it away, as well as emptying the trashcans. But be careful because a misplaced trashcan will make you lose points over time!
Next week
Overall, we're happy with the progress we've made during this sprint and we're excited to continue building on this momentum.
Be sure to keep an eye out for the latest developments and behind-the-scenes glimpses of our game creation process. We can't wait to share all the exciting updates regarding the commencement of the second production sprint in next week's devlog!
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UnFair
Hide as saboteur among staff members and crowd to create chaos, while the others try to undo it.
Status | In development |
Authors | JosephLowie, Silvyrx, Equinox98, StassijnsSam, emmabn, creatorheathor |
Tags | Local multiplayer, social-deduction, Top-Down, Unreal Engine |
More posts
- Devlog 11: The game is done!May 29, 2023
- Devlog 10: Polish Sprint!May 22, 2023
- Devlog 9: Finishing upMay 15, 2023
- Devlog 8: Getting there!May 08, 2023
- Devlog 7: Start of 2nd production sprintMay 01, 2023
- Devlog 5: Second week of productionApr 17, 2023
- Devlog 4: Production Starts!Mar 27, 2023
- Devlog3: Combining the prototypesMar 20, 2023
- Devlog 2: Prototyping and artMar 13, 2023
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