Week 5 - Devlog


We have settled comfortably in the production phase and are steadily adding more features, both on the programming and the art side.

  • Systems

This week, we were finally able to complete the controller and spawning system, which will allow us to implement features more easily, since we now have an overhead of all the controllers and their corresponding players.
We can now also spawn the players where we want to spawn them, which we could not do before. 

The next task on our to-do list,  is the team system, which enables us to add each player to their corresponding team and store information of each team. 

Showcase video: https://streamable.com/tvltg

  • Ingame Features

The first feature we added is the haptic feedback feature, now everytime you get hit by a ball, your controller will shake, making it more clear that you got hit. 
Additionally,  the game does not restart anymore when you get hit, instead your health decreases, and when your health reaches zero, the game ends. Another way the game can end is by the timer running out. 

To visualize both the health and  the countdown timer, we created a HUD class with, for now, text, showing you how much health each player has and also showing how much time is left.
With this HUD class, we can add a more visually pleasing HUD later, which we are currently working on.


  • Level

We are also actively working on the level. Primarly we added pipes to the level, which is the first step of many, to create an industrial vibe.
We are also working on the model of the shop, which will be a fabricator that creates all the items from scratch. One of those items could be a fortification wall, which we have also modeled, but is not yet implemented into the game.
Ofcourse the items that are created on this fabricator will look smaller when they are created, but they will rise up to their full scale when placed / used.





  • Character

We created a second, more polished version of our character. The character now has more details on his head and we added some exhaust pipes on his back.
These exhaust pipes will be used to give you a small boost to dodge incoming balls, a feature that we will add later during the development of our game.
We also already created the necessary effect for this feauture, the steam that will come out off his exhaust pipes.



  • Animations

Finally, we managed to implement animations in Unreal Engine 4, these animations are now ready to be used ingame and some of them will be added next week.


Files

Week5_Dodgeball_Overdrive.zip 162 MB
Mar 19, 2020

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