Devlog 03: Prototyping Finalized


Introduction

This weeks development was a wild ride again!

We didn't make as much progress as last week due to our focus on documentation, but there are still some notable developments to mention:

Art

This week we finalized our Art Bible so its ready for the development stage of our project.

Some pages:

Shapes:


UI and HUD:


Color palette:


The art bible will help us with keeping our style consistent and without errors.

Our shaders also got some work since last week, take a look!

We can see that on a model with a detailed texture our shader creates a lot of visual noise and inconsistencies (on the right).

However on the outlaw model, it has nice highlights and outline effects.

The yellow light is also an effect inside the shader, to mimic yellow sunshine on our characters!

The shaders are not finished yet, so stay tuned for next week :)

Development

Our prototype saw some neat changes this week!

We turned the basic weapon from our previous build into a component, which allows us to attach different weapon types to our character.


Currently we have 3 types of guns:

Revolver (6 bullets, 1 bullet per shot)


Shotgun (4 bullets, 3 bullets per shot, limited range)


Lever Action Rifle (8 bullets, 1 bullet per shot, 3 shots to kill)


We attempted at implementing our duel system to see if it is a tangible idea instead of a gimmick.

We started with an ammo system to support our duel systems prerequisites.


The reloading can be prompted for an early reload, or automatic if your weapon is empty.

The current different types of weapons have different reload times.

The duel system was tested in a basic way (no movement locking).

It acts like a form of aimbot when prompted between the 2 players engaging.


Next week is the start of our development period, in which we start from scratch, armed with our documentation to create a finished product in the next couple of weeks!

See you all next week!

- The SlipFights team

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