Production_Devlog_05
Aiming!
For the help with aiming, we decided to add a little decal renderer to help you show what's directly below the claw.
Player feedback
To help the players a bit with the feel of the game, we added a little glow to the buttons to show when you're able to interact with them. This way you know when you're close enough
Generator
To make the pusher more valuable, we implemented a generator. Over time the grabber's battery reduces. The pusher then needs to push the generator, this way the grabber gets some energy back. Keep pushing to get to a higher level of energy.
Pause button
This button stops all belts for a couple of seconds and then restarts again. This button can only be used after a certain amount of time, between a previous pause.
Art
We changed the design for the arms a bit. It should be visually clear to the player which arm type they are playing. The pusher arm or the grabber arm. We made the pusher arm a bit more chunky with plates on the side to really show it is able to push packages from their conveyor.
Then we also need to make some changes on the main meshes we were going to use to build the base of the level. There were big chamfers and slated parts on the meshes which didn't work very well with the shader we created. So we made it a rule to keep corners 90 degrees. And no chamfers. This makes it hard for the shader to detect where to put it's edgewear.
To deliver a package you need a truck. So we made one!
The concept art we created, helped to eventually also model the truck faster.
Procedural Art
Both the pipe and railing/bridge tools are up and running. Here are some examples. They both work with an editable curve and a set of parameters.
Next to this the shader got an optimization pass and some more usable and friendly UI. There were still a lot of bugs in it that got fixed now as well.
Level Decoration
We created a first rough level decoration pass with mainly primary shapes and quickly assigned some materials to them. We also went through a quick lighting pass.
Here's a lighting test in a seperate scene to test out unitys HDRP settings and be able to play around with it.
Files
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A student project made by 5 students from DAE
Status | In development |
Authors | Elfiann, Milan De Laet, CyrielD, AxelPiens, PeterKostov |
More posts
- Final_Devlog_11May 27, 2020
- Polish_Devlog_10May 13, 2020
- Polish_Devlog_09May 06, 2020
- Production_Devlog_08Apr 29, 2020
- Production_Devlog_07Apr 22, 2020
- Production_Devlog_06Apr 01, 2020
- Production_Devlog_04Mar 18, 2020
- Production_Devlog_03Mar 11, 2020
- Prototype_Devlog_02Mar 04, 2020
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