Devlog 05: Cooking up a storm


Introduction

The chefs are in the kitchen and they have been busy.

Across the board, we added a lot to our game.

Lets start with the..

Art

This week saw the implementation of our original, ✨now optimized✨, character!

He's also wearing one of the new hats out of our newly made 6 hat pool:

We also flipped the hat band and base material colors to have a better identification of which player chose which color after you enter the game.

Guns

In our core gameplay loop, the weapon the player is holding is of great value

Therefore, one of our team members made a new revolver model to go along with the refreshed character model:


We're still trying to get the scale correct (you can see the scale in the 1st picture).

Environment

This week also prompted some work regarding the arena.

Next week we will add these assets to the build. In the meantime, here's a sneak peek at what they will look like:


Our hard floor of the level also needed some spice✨, so we added cloud meshes that move through the land:


These roll in as you play through the round. We might slow down the cloud movement but that is for later.

Our shader also had some work done to it. Now boasting nice highlights from the sun:


Currently only visible on some meshes as a way to display what's to come!

Development

This week marks the return of respawning!


When a player dies, there is a 2 second respawn delay.

Support for respawning also means that our health system is in full effect, complete with bullet interactions:

The bullet trails are colour coordinated so the players can tell who fired which shot.

The score is not yet tracked, stay tuned for that one!

Our contract system is fully functional and implemented. 

Currently only visible through character movement getting slower after consecutive kills.

Next week we will be able to properly show it off when we have our HUD!

See you all next week!

- The SlipFights team

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