Sprint 2 - After the break


Hello there again!

After a well deserved rest, we got to work on some much needed animations, environment, HUD, Items, and more!


ART

- Environment has been refined with more detail and lighting.




- All the throwable items are done


- Player Character Animations, rig, and skin adjustments (We had some issues with the model so we had to change it a little bit to get the automatic rigger working properly in Mixamo)

- The HUD has most of the design done as well, with colorful explanations on what certain items will be affecting. Item icons are WIP.



- The in-game UI icons have been updated from their original appearances




TECH

On the programming side, we took on the next step in making our characters and their behaviors more interesting. Animations where added on the boss character. Using animation events and attaching items anchor to the hand, the boss can now throw items alternating which hand is used. 



The enrage state (triggered when when the player is hit by a specific object) of the boss was also improved by adding a start animation that notifies the player and increasing the throw speed and rate for a set amount of time.



One of the main effect of oour game was then added, the beer meter effect. The beer meter can be filled by grabbing the beers the boss throws on field and at any time the player can activate its effect ('E' key/right shoulder button). This effect is a double edged sword, upon activation the player will cleanse all debuffs and be invincible for a duration (proportional to the amount of beer) but when the effect ends, the player will endure a "hangover" state which will prevent them to jump, dash and lower their movement speed. The idea behind this mechanic being to help the player in tough situations but emphasize the fact that it should be used wisely.

One issue that araised with the growing number of state and effects the player may go through was the lack of reliability of our state management system which also needed to undergo maintenance to allow for more flexibility and ease when developping the upcoming effects and mechanics.

Finally, we now were able to deliver the shell of what will be our UI; main menu, and end screen including a leaderboard functionnality were added, which emphezised the need for a Game manager to handle game states, element display and reset.


We are excited to be back to bring the game together for the final few weeks, see you next week!  \[T]/

Files

Kitchen_Tantrum_Build_0.5.rar 21 MB
Apr 20, 2021

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