Production Sprint 2.2


What we did this week

We focused on the Main UI. The main menu has options and controls to choose which character you want to play with. We will also use it for the UI during the game and the end of the game. During the playtesting of our game we discovered a few bugs that we needed to fix to make sure the UI works fine.

Mechanics

We modified our animations, which means that now most of the animations are currently in game. We also decided to implement the Universal render pipeline.  Unfortunately we found a problem with the shader we had before so we decided to wait and implement it next week.  

In the early process of making this game we wanted to make the menu in 2D  but we decided that a 3d version looked much better.  If you start the game you can immediately start playing or go view the different options (which entails the keybindings and such). 


If you choose the options, you'll get the screen with the sounds and the controls. The controls are currently empty.


If you want to start the game, you can pick your sumo and teammate after which everybody sets themselves ready. After that everyone dropped in the game.


We also implemented the starting platforms. The players stand on these platform at the start of the game and jump off on the main platform.  These platforms start outside of the screen and come flying in towards the main platform. Finally we adjusted the throwing/holding mechanic.  If the sumos are holding each other and one wants to throw the other sumo, the opponents have a chance to react and break the throw off.  

Art assets and animations

We've also made some props for the scene.  


The cliffs were made in Blender by following a tutorial made by Winglett Entertainment. The cannon that  drops the food and hazards in the scene was also modeled and textured. 



We wanted to make a waterfall for our environment.  To make it look better,  we made a shader  of moving water for the material. Unfortunately it cannot be visible yet because the universal render pipeline isn't implemented in the project settings.  

The shader was made by watching a tutorial (Gabriel Aguiar Prod.)



Problems during the second week

During the playtest session we found a bug that got you launched far up in the air.  We found the bug and fixed it.

What are we doing next week?

Next week we will focus primarily on the UI while also refining the base mechanics. We will also try to switch to the universal render pipeline in Unity as this will result in a better looking game with better materials. We will also start working on the effects and make our last props.

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