Week 2: TONS OF STUFF!

This week we managed to complete tons of features for our fish game.

First, we implemented animations for our fish. This included an idle, attack, hit and move animation. These animations (almost) transition seamlessly between each state. We had a few problems with the animations not playing from the correct location when coming from another state, but somehow it magically fixed itself. We added animations this early because a lot of play testers had mentioned the lack of visual feedback from our first prototype.

The second feature we added is a camera zoom. Instead of a static camera, it now dynamically moves closer to a point (in-between each fish). If the fish are close, it will be zoomed in more, and visa versa. This is to add some tension when the two players are close to hitting one another. 

Here is a video showcasing both of these features:



The third thing we added are textures / shaders. Since we were going for a cartoon / stylized look, I thought a cartoon shader would really fit (and it does). We went for monochromatic colors for each individual shader (for highlights and spectacular).  Here are a few pics of what the shaders look like in-engine:




The next features that are planned is to have a better menu screen (it will use the same scene, just the camera will pan / transition from one area to the next). We are also going to test some new movement mechanics (math based instead of the current force based). The last main thing that will be added is score so that we can begin rigorous A/B playtesting to get the game feel down.

Comments

Popular Posts