Eigth Devlog: End of Production
Dear Followers another devlog is here!
The end of production is upon us. Here is a list with all the features that made it into the game!
as the production of the game comes to the end so does the actual finalisation of the game. So this time the song is one that will get us to the end . And pushes us and the game to the limit!
The features that made it into the game are:
-A punch for close combat. This is Sparta!
-A Hazard system: sweeping laser that pushes you off when you guys are too good at the game or running into a stalemate.
-There are different types of tiles: there are ones that take one hit to destroy and ones that takes 2 hits.
-3 different types of Ammo: The default, split and freeze ammo.
-Jumping.
-ledge grab! to avoid falling to your death.
If we got the chance we would still add so much more to the game! Like more game modes, even more special ammo, more hazards...
maybe even completly other vibes.
Here is an overview of the work we managed to still cramp in the last weeks.
On the coding side:
-Our programmers implemented The mighty laser sweep. This was implemented in the game to make sure the game doesnt encounter stalemates or awkward waiting moments for the players when they get stuck on an isolated tile or when ammo is in shortage.
-The punch mechanic is here! We wanted to implement a punch mechanic so that players could unleash their anger on their ennemies when standing very close to eachother aswell.
-having two different tiles with a different hit amount.
-The main menu and character select UI are functional and linked to code.
-And most of the game breaking glitches should be fixed. Our programmers spend a lot of time and effort into the game running as smooth as possible.
On the Visual side:
-We changed the way the tiles that can take 2 hits look. We toned it down a notch to make it feel more peacefull and less chaotic in contrast. We also added a visual cue to the tiles changing from 2 hits or 1 hit away from being destroyed.
-The cannister got a slight rework. We made it so that the level of the ammo inside would be better visible for the players.
-We created some particles, again to immerse the player. One for character death (not yet in the build for this week) and a particle for when the player has the status effect of being frozen.
-All bullets have the trail particle attached to them now aswell.
-There is now visual feedback and a button prompt for when the ledge grab can be used.
Here are the UI menus at the end of production. These might get a little bit more flair during the polish phase but don't they look amazing already!
The Main Menu:
The Character selection screen:
The In-game UI:
The implementation of different audio cues!
The main menu, character select and main level now have a playlist that randomly plays a different song everytime you boot up the game.
We also added small sound effects to further imerse the player in the game. (Jumping sounds, tile destruction...)
See you guys next week for one of the final devlogs for our game where we will give an in depth overview of the entire game!
But remember push it to the Limit!
Get TheFloorIsHacked!
TheFloorIsHacked!
DAE Game Project-The Floor Is Hacked
Status | Released |
Authors | GeoffreyDuq, Gauthier Gesquiere, ValentijnVS, FlorisL, CatherineSz, Antijn van der Gun |
Genre | Action |
Tags | couch-co-op, Fast-Paced, floor, hacked, minigames, PvP, Synthwave, Twin Stick Shooter, Unreal Engine, vaporwave |
More posts
- Tenth and final Devlog, for the time being...May 22, 2022
- Ninth devlog: Polish Polish Polish!May 17, 2022
- Seventh devlog: second week of production sprint 2May 03, 2022
- Sixth devlog: Start of production sprint 2.Apr 26, 2022
- Fifth Devlog: The End of Production Sprint 01Mar 29, 2022
- Fourth Devlog: Week 2-Production Sprint 1Mar 22, 2022
- Third Devlog:The start of Production Sprint 1Mar 15, 2022
- Second devlogMar 08, 2022
- Introductions & first DevblogMar 01, 2022
Leave a comment
Log in with itch.io to leave a comment.