Devlog 04: Production Begins


Introduction

This week marked the start of the production phase for our project!

During production, we're supposed to work for 10 hours on our project per person.

Any progress made during prototyping had to be dismissed and we had to start from scratch (armed with our new knowledge).

Art

Arena

One of our team members hit the ground running this week.

They modeled an arena and added it to our project over the weekend.

It already has a full working collision mesh and will be our base throughout the first sprint!


Shaders

All work on the original shader was promptly restarted from 0

This also went quite smoothly, it already looks like this (applied to our mock character model):


We also applied it in the main scene to get a taste of how it'll look:


Assets

Some props have also been worked on such as the hats, revolver, cacti and rocks. 

The Hats have been already modeled, unwrapped and even tested in game!

Here is the hat on our playtest model:

And here it is on the playtest model from the gameplay view:

As for the cacti and rocks you can see for yourself ;)

Development

Base character

To start our production development, we started with a base character.

- He has a body, arm and sockets for a hat and a gun:


Input

Next up was mapping input:

- Left stick = movement direction

- Right stick = aim

- Left trigger/bumper = push character

- Right trigger/bumper = shoot gun

Our physics are largely the same from the prototypes.

To test these inputs, we added a movement script and an attack script:

- The movement script holds the input calls for movement direction and push method

- The attack script holds the input calls for aiming direction and shoot method

We also needed a player input manager to assign input to a freshly spawned character.

These were promptly added and configured for testing:


Now as you can see, our character has since gotten his gun too.

This was recent, as for the testing, we just logged a message to the debugger saying: "player tried to shoot".

Guns

After implementing the input system, it was time for guns!

Our main weapon is still going to be a 6 round revolver, so one of our team members set out to make our initial version:


It currently has no ammo system, but a max fire rate.

The way it reacts to input was also optimized as opposed to the prototype version.

Next week should be a big one, as we will be reintroducing multiplayer and the contract system into the mix.

See you all next week!

- The SlipFights team

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