Week 11 - Devlog


We have reached the final week of this incredible journey.
There will be no more adaptations to the game after this, that is why we had to make sure that everything was as optimal as possible.

- Player Selection

Player selection was a critical area that had to be optimized and made more understandable since it was not clear for new players what they had to do.
We changed the visuals of the menu which already was a big leap forward in visual feedback.
In our initial player selection, whenever you picked a character, you could not unpick that character, which caused a lot of confusion, this is now resolved.
The final thing we changed to give more feedback is the audio, whenever you perform an action that is not possible, a "buzz" sound will play notifying you that you did something wrong.


- Player Core

Something else we did to improve player feedback is adding a "core" to the player.
Whenever the player is playing, the core is emitting a bright pulsating white light.
But when it gets hit the color changes to red, visualizing that you have been hit.


- Announcer

Our last implementation to help player feedback is the announcer, we briefly touched on it last week but now we have it fully implemented.
The announcer will give information about the game, for example, whenever the game starts, it will say: "Match Start" or when a player gets hit it will choose between all the possible voice lines for that event, so something like: "Nice shot" or "What a shot".

- Fortification

We felt like the placing of the fortification was too robust, so we created an effect to beautify the creation and the destroying of the fortification, which turned out very well.

- Camera movement

We wanted to make it clearer that the floating island the players are playing on is moving through space.
To visualize this we made the camera move and rotate a little during the game to create the impression that the island is moving, but not too much otherwise it would be very distracting.
We feel like the final result hit the sweet spot.


- Countdown + Death delay

To reduce sudden transition between scenes we created some delays and more visuals. 
Whenever the game starts, a countdown will start to notify the players that a game is starting, this in tandem with the announcer counting down.
Initially, the game would instantly go to the victory screen when the last player of the team died, we added a delay so that you can actually see the player getting hit and die, increasing player feedback.

- Menu Visuals

We changed all off our menu visuals to be more in line with our game since that was not the case yet.
Now we have a proper menu that the players can interact with.


- Spaceships

Finally we added some spaceship animations to the scene, further increasing the feeling that you are flying through space.
Additionnally a sound gets played when the spaceship flies by.



Have fun playing our game!

Files

Week11_Dodgeball_Overdrive.zip 164 MB
May 14, 2020

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