Devlog 8: Getting there!
Welcome back to UnFair's newest devlog. The second week of the second sprint was filled with a lot of new additions to the game, polishing our level, playtesting and running into some bugs.
Level
At this point you are probably wondering what our game looks like now!
Our whole Fair is nicely filled in and textured. We now have paths made out of our modular ground blocks.
The final touches to this level lay-out will mostly include patches of grass and small scattered rocks to further break up the ground plane.
We have made work of our entrance this week, with our boat finished and a nice arc.
There is even a very welcoming resident seagull!
NPCs
Another big step in the art department is that we now have seperate models for our NPCs. Up untill now we were using the same model as for our player characters. We now have male and female NPCs and some seagulls that will be flying around very soon.
Players
The player texture was implemented with a mask, so we can quickly change the color each player has! This would also allow us later on to work with a color picker at the start, so you can be dressed in your favourite color while creating chaos on the fair.
VFX and UI
A lot of time went into the creation and finetuning of our particle effects. One that we particularly like is this nice popcorn explosion!
There is also smoke, fire, even bugs for in the foodstands.
On the programming side of things, the programmers have been working on different menu's and making the UI's useable.
There is now a small starting screen! This will be updated and polished later, during the polish sprint.
Voting
An imposter game can of course not be complete without a voting system!
We added a fully new NPC, the manager. This manager has his own behavior and walks around the map. Whenever a staff member (player) gets close to him, he will stop walking to talk to them. He also gets highlighted when you can interact with him.
After clicking on him, the game gets paused and a voting UI gets opened. Here every player will be able to vote for another player or skip the vote. By using the left and right arrow keys on the controller, players can cycle through all of the player colors and then select the one they want to vote for.
Voting is very important.
The majority will decide! If the imposter is voted out, the staff members instantly win, but if the wrong person is voted out, the imposter wins.
This system is not 100% working yet, but almost there.
Score
We already had a scoring system in place, but now individual score gets counted as well. Now you can show that you truly are the employee of the month.
Sound
We are still adding a bunch of sounds for user interactions and events in the game. We now have sounds when things break down, get fixed, get sabotaged and more!
Bugs
As I said we came accross a bunch of bugs as well this week, some of which are not fully fixed yet.
Sometimes our imposter chosing system does not really work and the 4th player will always become imposter.
When playing through parsec, one of the players will never be able to move. We have not been able to verify yet if that will also be the case if we play locally on one laptop.
What's next?
We are focusing hard on getting the full concept done so we can get more playtesting to balance our game. Currently we are not really balanced yet.
The main things here are fixing all the bugs, and then just play to see if the score values are good for fixing and sabotaging, how hard things are, if the voting works fine and more.
See you next week!
Get UnFair
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 7: Start of 2nd production sprintMay 01, 2023
- Devlog 6: End of the first production sprintApr 24, 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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