NEARLY THERE!
Hello everyone!
As we've entered the polish stage of our game, we need to look at every little aspect and note down what can be improved. From the simple walk cycle to our game's lighting. Now we need to make the most of our time to elevate this project as much as we possibly can to improve the gameplay experience to the max! Here are some of the things we've done after a week:
BUGS:
Regrettably, some minor bugs still needed some fixing. Our programmers went to see to it that the gameplay goes as fluently as possible.
-Disappearing cart
Our shopping cart still seemed to be able to fly out of the stage. This one was obviously high on our priorities. But it is fixed now!
-Check out
Before, when you checked out while holding an item, the item list did not change. Now it does.
Also you could check out without any items. That was was not really game breaking, but it did waste the player's time. Therefore, away it goes!
The time it took to check out depended on what cash register you checked out at. This was because of the distance to the exit. To combat that we updated granma's speed accordingly.
-Collision
We had to disable the collision of some items in specific situations.
The cart, for example, had to have it's collision turned off when checking out. Otherwise granma would get lost and get herself stuck in the wall.
We also turned off collision on the items that are being held. Depending on the angle the item would push our dear old nanny into the ground. Now that we did though granma can have the item in her hands as opposed to above her head.
-Tool tips
Unfortunately, only player one seemed to have the handy dandy tool tips pop up. Well we don't do favoritism here! Now all your friends will know what to do.
-Hitting opponents
Punching each other did not always work correctly, but now it does. Hit those granma's to your heart's content!
SCALING:
The shopping cart got scaled up, because it got easily lost in the mess.
Speaking of mess, we scaled up the filler items a bit too, since before they didn't really amount to much. Now I think we found the sweet spot between actual contribution and not hiding the actual interactable items.
Items that get picked off of shelves also get scaled to it's appropriate size.
VISUAL ADDITIONS:
-Dizzy
We added a little flare to the "getting punched" animations.
-Arrows
It was a little unclear before where you needed to take the items to. Therefore we added some arrown on the floor to point nanny to the cash registers.
-Fish
Our fish got itself an upgrade. Now it's even more noticeable.
-Decal colors
We changed the colors of the splatter decals, since the items could get lost in them.
-Tool tips
We added some more tips to help the player.
SOUND:
Pitter patter of granma's hasty footsteps resound through the store, making it a lot busier.
MISC:
-swapping items
If you are holding an item, but you want a different item, you can now swap them out!
-Teddy bear
To make things a bit more interesting, we added exactly one teddy bear on everyone's list and just one in the store. Of course the special plushie got itself a nice pedestal and glow.
-(G)rrrumble
To emphasize the impact of hitting the shelves, we made the controller rumble every time you do. We thought that maybe it would get annoying real fast, but we absolutely love it!
We have some more things in production ready to be implemented in the final week.
See you then!
-Team Grrrumble
Files
Get Grrrumble!
Grrrumble!
A chaos party game 2p-4p
Status | Prototype |
Authors | Ren47, RilanaWelsing, emmerickopsomer, Chapri404, Neleab |
Tags | party-game |
More posts
- Grrrumble release!May 29, 2023
- LAST SPRINT WEEKMay 16, 2023
- SPRINT2 (part 2)May 08, 2023
- SPRINT 2May 01, 2023
- SPRINT 1 (part 2)Apr 24, 2023
- SPRINT 1Apr 17, 2023
- Week 4: SPRINT START!Mar 27, 2023
- Week 3: FINAL PROTOTYPEMar 20, 2023
- Week 2: PrototypeMar 13, 2023
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