Week 4: SPRINT START!


Ready...Set...Go!

This week we can finally start working on our actual game. We are done prototyping, the art bible is finished... Now we, as a team, know how our game needs to come together.

Almost.

Before we begin we have to set up everyone's tasks for the upcoming weeks, to make sure the process goes smoothly. A good plan makes all the difference. After that everyone is set to begin.


Multiplayer:

For our multiplayer game, we of course need to make it so you can actually play with more people. This was already accomplished in our prototype, however, our players would randomly spawn in one of four given locations. Also, there was no way to know which player you are. Needles to say, things weren't very clear.

To fix this we needed a new system to spawn our players.

This I needed to do manually. Now I can set every players position wherever I want and every player has a set index, which in turn is used to give them an appropriate texture setting them apart.


Item spawning:

A big problem in our prototype was that once items where used or destroyed, they didn't came back. So after a bit the game became unplayable. Clearly we need some sort of item spawn manager. For this we made a component class which will store a spawning position for the item. This can be added to any game object.


Game Assets:

The store items are important, because amidst all the chaos, they should still be easily distinguishable from the rest.  Here are some we made already (coffee and spinach).  They look especially good with the outlines!




 


Build:

As per usual, I added a build of our progress this week. Use the left joystick to run around. There is not much, because this week was mainly setting everything up for some smooth sailing the coming weeks. We hope you look forward to it!

Files

Windows.zip 351 MB
Mar 27, 2023

Get Grrrumble!

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