Week 8


There is a start menu, and a preview of your character in the game, you can choose between 3 weapons. (UI is made by Louis). We had some difficulties with the outline shader to apply a fade effect, were going to keep that for polish sprint. This week we worked a lot especially to make the game more interesting.



We found that the testers doesn't really use the equipment that we provide in the base so we added hints that will appear. So you'll know what to do.


We added particles to the pickups, and firerate & speed pickup Aitor did the VFX and Kevan implemented it.


Also added hit color that changes to white, when your bullet collides with the enemy.



Louis:

Because the enemies tend to get more buggy every week I refactored & reworked the code so it is very clear and easy to understand what the current code does. This should make it easier to spot any mistakes & bugs in the code. Unfortunately the enemies still have bugs, sometimes they like to do a pirouette, a moonwalk, walk slower than a turtle or even play a scarecrow.

I'm not sure where the mistakes are, the code, animations, a unity bug or a wrong navmesh setup? Therefor I will create a new project locally to remake some of the vital parts in the moving & attacking of the enemies. This will be very clear with gizmos & simple shapes. I can add more step by step to see where it would go wrong or what fix would help with a certain problem. Lots of gizmos incoming.


Some of the enemies now only spawn and try to kill you when you pass over the first bridge, this is achieved by the activationzones i made earlier.

Another highly requested feature from our team was camera shake, now we all shake a little when blast enemy robots.

Because ammo can be valuable a laser can be helpfull to help you aim beter and safe some ammo

Navigating through the options and setup is now also more beautifull and fun with new menu's.

( Weapon Selection with player preview)


(In-game menu's)


(Endscreen, with scores & kills)


There are also a bunch of smaller improvements & tweaks that make the game more fun and challenging.(like limiting the amount of respawns for players, multiplying the amount of enemies based on the amount of players, bug fixes, ...).

Aitor:

 

I finished the base, we have a problem with the roof transparentie soo is not submited yet til we fix it. There are some vfx for the base made but is not finished yet.

All the objects will emit their own light.



In game colors / textures for the base.




I added textures for the character and finished aswell. ( in editor color )





In game color. You can see the rope too . 


Boss Textures


In game (with vfx)

Normal Enemy Textures

In game textures


I added glow to the project with a free plugin form unity market and started implementing it with the vfx.

I made a glow particle effect. Is used for the boss, a stone and a few more asse





I made a trail for the player when he is walking / running


 


I made fire for the eye of the boss aswell




I made particles for the upgrades (I reused the glow particle)






A smoke one for maybe damage of the base



And a few others vfx but are not polished perfect yet.

I made the terrain too. (here is the fog desactivated soo I can showcase the entire level) Now is good but there is soo much more that can be done.  I would say that this is only 35% of the entire level beauty. Small rocks have to go in, plants, lighting, background rocks, floating rocks...



Wouter:

designed the UI for the game, visible in previous images. 

I went for a futuristic, but minimalistic look. 
I used buttons and text with opacity, so the background art / game is still visible, and the UI is not too intrusive, but still readable.
also finished the final upgrades: fire rate and speed boost


Files

Aastro_Week7.zip 29 MB
Apr 22, 2020

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