Devlog 9: Finishing up
Welcome back to UnFair's newest devlog. The time is nigh, the end of the production phase! From now on the polish phase has started so no more new features will be added.
Level & Menu
This week, there has been a lot of focus on adding details to the map.
A postprocess has also been added to give the vintage movie and movie grain kind of feeling to show it's a 50's fair.
The details of the map are flowers, grass patches, balloons, seagulls on the ground and air, fish in the water,...
Below you can see a result. As you can see, it looks a lot more attractive now!
Next to the level, there have also been a couple of changes to the menu. Since we use a controller game, we made sure you can navigate the menu and tutorial screens with the controller. For this there have also been some changes to the UI, for example showing which button to press to start/end the game.
Voting, Timer and Panic
By now, the voting system is finished. It takes into account that you can have a tie, no majority, or a skip of the voting round. Everything should now work as intended, and when you vote out the wrong player, the staff instantly loses. High risk, high reward.
Secondly, a timer has also been added. When this timer runs out, the team with most points will win.
And lastly, to empathise the sabotaging more, we have included new animations to the NPC's, These NPC's will now start running in panic when something has been sabotaged to further enhance player feedback that the saboteur is doing his work.
Game End & Alarm
Since we now have our score, voting, and win conditions defined, we also have our end screen ready!
However, before we end the game, there has also an alarm sound been added. This indicates when the saboteur has nearly won the game, in order to make the staff put in an extra effort to undo the sabotaging and turn the game around.
When the game is over, staff or saboteur will be placed on a pedestal according to their rank. the only issue right now is that they still have a clipping problem so they spawn next to the pedestal, instead of on it. but this will be worked away during polish!
Bugs
After a long hassle, the major bugs that caused many problems have finally been fixed. All input now works as intended, the saboteur is assigned correctly, the controller shakes work according to your role, and so on.
There is only 1 more issue, that that is black screen on ONLY the build and nothing else.
What's next?
Since we are in the polish phase, we will focus on:
- Getting the tutorial getting as good as it can get
- fixing the position on the end screen
- resolving the black screen issue.
- finetuning the colors of the character a bit more so they stand out more from eachother.
- some more balancing in regards to score gained.
- tweaking sound
and more...
See you next week!
Files
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 8: Getting there!May 08, 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
Leave a comment
Log in with itch.io to leave a comment.