Devlog 3: Final Prototype


Welcome to the third week of our devlog, there is a lot to tell, so let's jump right in!


ART:

Why hello! we as artists have been hard at work,  slowly filling in our art bible to completion, hopefully by next week we can show you all some assets specifically made in our style, in the mean time here is a slight teaser






Alongside our artbible we have been hard at work prototyping the level, focusing on creating the contrast between the order and the chaos teams. We are really looking forward to iterating on this and adding some actual art assets!




PROGRAMMING:
Hiya, the c++ wizard with a fully working prototype and a lot of new features added to it.

We added to our throwing ability a max power so you can't make from your boulders rockets and shoot them to mars, also we implemented that trying that will make you overcharche and stun yourself cause you are trying to use too much magical power to fling it to the other side.

As mentioned previously the stun mechanic is implemented but also is there for when you get hit by a boulder. The stun time is different though for overcharging and being hit.  

Player movement gets halved when you start picking up the boulder cause that big boulder is ofcourse weighing you down.

An arrow was added to the boulder so the player would better understand where the boulder would be going, but it is still a skill to get it perfect. For the next week we start really working on our mechanics and making them final starting from scratch ofcourse.


SOUND:

Greetings from your friendly neighbourhood sound designer, dear readers!

This week was all about taking a step back and reflecting on what we've learned from our prototyping and designing.

Game development is a team effort and the key to smooth coöperation is communication.
Talking is messy though, so we put our conventions for the project down in some neat little documents.
I, as lead - and (l)onely - sound designer on this project, had the responsibility of writing our sound bible.

Some other more exciting and flashy things I did were making a start on implementing a re-orchestration system with metasounds for our music, and adding some sounds to our prototype to help set the mood and provide some player feedback.

Get Tower Trouble

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