Update - Production Sprint 2.2


During this production sprint, we wanted to make big leaps in term of functionality and "fun level". The goal was to be in a functional and enjoyable-to-play stage of our game. 

We reworked the level design of our main stage to achieve a more dynamic route for our payload to follow. The payload speed and movement overall feel fine, but we believe it is still not as good as it be. To this end, we have to measure how much we have to rework our level (->time) to gain more verticality, other properties (->fun).

Another feature we started implementing is the start screen, with a a character selection screen. This feature is nearly finished, with some small bugs that still need to be fixed. Other UI design elements are finished as well, but are yet to be implemented (see later).


Movement with multiple controllers

After receiving feedback, we changed our 'Ultimate Event' to be less arbitrary. Now the event will only be triggered when players reach an impasse-> contest the payload to long.

Lastly, we also started on upgrading the visuals by programming shaders and particle effects. For the characters, we created a 'toon shader', for more interesting light effects. This did not really work, as the faceted style does not work well with reflections:



We created effects for the hits, and for the trail that payload follows:



Almost every asset in the game has been textured and unwrapped. Only 3 different textures have been used for every prop that isn't a character. Emissive materials have also been used on some props.

The sfx are in the works and so is the soundtrack for the game.

Get Night At The Zoo

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