Ninth devlog: Polish Polish Polish!


Happy Tuesday and welcome again to another devlog of our Game:

The Floor Is Hacked! 

Like we discussed last week this last 2 weeks will all be about polishing the game we already had so there will be no more features added. We will push what we had to the limit to increase player feedback and overall look of the game. 

So without further ado lets crank up the volume and go over the new visuals and player feedbacks!

-Artists and programmers topics mixed:

- When a hazard appears there is a screenshake and the control rumbles to warn you guys. The controller also rumbles when you die, win a round or win the game!


-To make sure winners get the spotlight they deserve, the camera now zooms in on the winner after every round!

-The main menu,character select screen and HUD got a polish step this week. For the menus we added sounds to the buttons on screen, We gave it more little somethings to look at while waiting for your buddy to join the game. In character select you can now also choose a different head aswell as a different color from your opponents. afeter selecting these you can than walk around in the character selection screen and try out the shooting and the punching before the game starts or your friends are still picking out their favorite character.

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-In game we got rid of the colored outline for the characters since it was getting a bit to much of emmisiveness on the character and it became hard to see what the player was actually doing or where he was aiming at. The characters now have a gradient color for the body and emmisive details to represent the players color.

together with this we made a reticle arrow at the bottom of the feet of the players to represent better where the player is aiming. this reticle also shines a light on the floor to get a better feel of where the character is when he jumps. The color also represents the players choosen color.

-All the menus and corresponding colors are now matching the players choices.

-Atmospheric fog was added to the game playing field to give it a more cohesive feeling with all the elements present.


-The ledge grab animation got implemented.


-Also the death explosion particle from last week got implemented in the game to make the players death more satisfying.


-We also choose to get rid of the ammo representation in the form of the cannister. We are looking for a more efficient way to represent the ammo the character currently has. We are still keeping the idea of the ammo representation in the HUD


-We slightly increaed the camera zoom to get a better view of our characters thogheter with inreasing the head size slightly. 

-Not only the sound got added to the shooting but now when u hit a floor tile it now has a glitching on hit particle effect to give the players the feeling they are actually hacking away the floor!


-The horizontal sweep got perfected in code and in look! The laser sweep now fits the aesthetic of the game better and is more pleaing to watch! But watch out it is still as deadly as before, so watch out it doesnt push you off the playingfield!


-The field size got slightly increased to have more and longer gameplay.

-Characters are slightly bobbing to make them feel more alive.


-The sounds we looked for last weeks. are now getting implemented in the game. there is a shooting sound, a sound for when the tile gets destroyed, when players pick up ammo,etc,...

Thank you all for reading and see you next week for the final devlog before our game launches. 

Get TheFloorIsHacked!

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