Devlog 08: Production Sprint 2 - Week 2


1. Introduction

This week the team focussed on the background elements in the game. Making the game look prettier. We also did a big change in the character position from each other. Instead of driving on the same line we all gave them there own "lane" to drive in. This caused us to change the width of the street and ramps. The character has been skinned and we started animating.

2. Skinning and Animating

With the topology done for the character the team could start moving the joints of the proxy mesh correctly to the ones of the finished mesh. After that the character was ready to be skinned. Once skinned we started animating the character. For now we have a kickflip animation shown below since we had some issues with the skinning progress and other stuff had some priorities.


3. Level Design Background Elements

Our artists expanded the list of assets to have more different objects for decoration but also more different obstacles and modelled + added them into Unity. Additionally, they filled the scene with the props and buildings and brought the scene to life. Each artist got an empty street part ( either a straight one or an intersection) and decorated it with the given props they made beforehand. Different buildings were created with doors, windows, etc. to make it look interesting and vivid. Those were saved as prefabs so it is easier to fill the scene and not decorate every single house by hand. Having different shapes and sizes for the buildings makes the scene looking less repetitive. Giving them different colors/materials makes it even less obvious that they are copy pasted. The sidewalk got decorated as well so it does not feel too empty. Our artist who is responsible for the level design will put them together in the final scene that contains all the obstacles for the actual gameplay.




4. Level Design Gameplay Elements

The team worked on creating more gameplay elements in the level that are fun to play and feel intuitive. Here are some pictures.










5. Programming

5.1 Spawning

This week we made it so the players spawn next to each other than we had before, spawning on top of each other. We had to adjust the level, so it fits 4 players next to each other. And it helped with readability of the players.

5.2 LeaderBoard

Next we added a leader board that shows who made it to the finish line and in which order. It helps to tell the players who finished first and so on. Finalizing the end of our gameloop.

5.3 Cars

We also made an obstacle that will slow the player when it hits. They can pass at a high speed and respawn periodically. So it’s harder to go through the level at a high speed.


5.4 Indicator

We created an indicator that tells the player how much time they still have left out of the screen. The indicator goes really fast in the gif because it's just for showing an example.



6. Patch notes

  • Players now spawn next to each other rather than in the same lane
  • Added leaderboard
  • Added cars in the intersection parts of the level
  • Fixed rocket UI not going to 0
  • Fixed rocket trail flickering
  • Gravity adjust zones now have the option to enable or disable either multiplier
  • Added gravity adjust zone to rails
  • Updated acceleration pad to always show acceleration direction in scene view
  • Removed scripts from visual rail assets
  • Fixed model jittering on ground and in air
  • Improved model jittering in air (could use a revision -> not a priority)
  • Indicator that shows how much time a player has left out of the camera
  • Fixed a bug where the WorldToViewportPoint became suddenly positive when instead it should stay negative
  • Added a slow down script upon collision with certain elements in the level

Files

[Group_03]Slothboarding-v2.1.zip 67 MB
May 09, 2023

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