Red and blue banners for the field. Serves as a point of reference to help the player discern where they are in the field.
This is what the red barracks looks like in game...
And this is a single art asset I exported for all of the red barracks props. Makes JT's life way easier.
And here's a shot of the blue spawn room.
Each room has a unique prop layout. I reskinned the vases to complement the color tones of the given side.
I've also been working on generating very specific screenshots for the How To Play menu. This has proved trickier than I initially thought, since capturing the right frames in-game is hard, but staging those frames in the editor is often nearly impossible as well. I've settled to accomplish this task with a mix of 'faking it' in the editor and grabbing actual in-game screens.
I've also figured out how to use Audacity to edit voices to sound robotic. First, I added 5 short echoes to the sound file to make it sound robotic, and then applied an equalizer to reduce the base to make it sound tinny. It's not perfect, so I'll continue making tweaks until I make something I'm happy with.
I've also figured out how to use Audacity to edit voices to sound robotic. First, I added 5 short echoes to the sound file to make it sound robotic, and then applied an equalizer to reduce the base to make it sound tinny. It's not perfect, so I'll continue making tweaks until I make something I'm happy with.
Meanwhile, Shane has been working on the Die-Katana animations. He's finished up the idle and run animations, as well as the normal and special attacks. Next, he'll need to retheme them for the various heads and armors, for both teams.
JT implemented a combat solution this week. Essentially, hit boxes and hurt boxes were drawn to match exactly where a given character or attack displayed onscreen. This was leading to a problem with colliders where weapon attacks had massive vertical hitboxes, and arrows got caught by doors and walls. I realized that if we switched all hitboxes and hurt boxes (weapon hit boxes) to exist on the ground below where the attack was taking place, it would resolve all of these issues. I suggested the fix to JT, and it worked perfectly, resolving some major combat wonkiness, including the arrow collision issue. A big step forward for gameplay!
JT inplemented the flaming head visual effect for the samurai armor, implemented the new armory menu layout that I designed based on playtest feedback, added in the environment props, tuned the katana hurtbox for gameplay balance, and implemented 'bow charging' (holding the fire button for the bow now charges the bow, allowing the player to shoot a more damaging arrow).
Next week, we'll be implementing the Die-Katana, Sensei's Silks, robot voices, HUD makeover, and the final sound effects.
After that, we'll have a few days to revamp the credits screen, add kill-streak messages, robo-godzilla, and throw together a final trailer. It's going to be super-stressful, but that's life! See you in a week!
JT implemented a combat solution this week. Essentially, hit boxes and hurt boxes were drawn to match exactly where a given character or attack displayed onscreen. This was leading to a problem with colliders where weapon attacks had massive vertical hitboxes, and arrows got caught by doors and walls. I realized that if we switched all hitboxes and hurt boxes (weapon hit boxes) to exist on the ground below where the attack was taking place, it would resolve all of these issues. I suggested the fix to JT, and it worked perfectly, resolving some major combat wonkiness, including the arrow collision issue. A big step forward for gameplay!
JT inplemented the flaming head visual effect for the samurai armor, implemented the new armory menu layout that I designed based on playtest feedback, added in the environment props, tuned the katana hurtbox for gameplay balance, and implemented 'bow charging' (holding the fire button for the bow now charges the bow, allowing the player to shoot a more damaging arrow).
Next week, we'll be implementing the Die-Katana, Sensei's Silks, robot voices, HUD makeover, and the final sound effects.
After that, we'll have a few days to revamp the credits screen, add kill-streak messages, robo-godzilla, and throw together a final trailer. It's going to be super-stressful, but that's life! See you in a week!