Devlog 08: Menu's and movement


Introduction

Hello everybody, we're back with some exciting news!

Continuing the trend of previous weeks, lets start off with the

Art

Our artists have been busy with visual effects and animations.

The animations are still being figured out. 

Continued testing is required before we can blend animations into something that can be shipped.

On the other hand, the visual effects have been going quite well. Right now we have some for getting hit and an effect for dying\



Our main menu is also taking shape, we currently have one button and our rule board:



We also have an end screen design that we want to make use of by the end of next week.


This will display after the round has ended, showing all scores.

Our movement indicator also is now part of our character in game, indicating where you will move when you push (see development part for how it works in game)


That is it for the art this week, lets go over to:

Development

When you launch the game, it opens in a paused state. All players must join and ready up before they start playing.


We intended to have round logic in this week, but complications made it not attainable before today. Therefore we do not have it (yet).

The movement indicator is now implemented with correct behaviour.


The aiming is now smooth, allowing for finer adjustments to where the player is aiming


Some sounds were added alongside the reload and the hit to convey some more info to the player (volume warning).

Next week we should have a finished version of the game, minus some polish.

For the person that asked for a gameplay video, this will be recorded next week when the game is finished!

Thank you for all the support, and we will

See you all next week!

- The SlipFights team

Files

SlipFights_v0.8.zip 45 MB
46 days ago

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