Devlog 05: Ending The First Sprint


Ahoy fisherfolk!

We started on tight lines this week. Everyone was hooked on their own tasks.

Programmers :

Miguel started off the week by revisiting the BellyBoost and GroundSlam to balance them properly. For the boost it was mostly just value tweaking, namely making it shorter and less powerful, but with a faster cooldown. For the GroundSlam he tweaked some values as well (making the jump higher and slower) but because it still felt too stiff afterwards, he expanded on its script quite a bit - now the jump animation is calculated through an AnimationCurve (to make it look smoother) and the player can still partially move while jumping. Once with that done, he implemented the score logic, as well as a victory screen. This included not only making temporary visuals for the new screen and for each player's score HUD, but also writing a couple of new scripts that communicate between each other to keep track of the won rounds, to update the score visuals, to prock the victory screen after the last round (customized depending on the winner) and to reset the game fully after the victory screen. After that, He created a SpawnsManager to reset and freeze all spawners between rounds and clear all instances of game objects still in the map, and readjusted the scale of the characters vs the map, to give more space for the players to maneuver around. Lastly, he added the possibility of making one round every game special - a whirlpool round. During these, the map starts spinning around and the players pushed outwards, similarly to a centrifugal force effect. he made the spin increase as time goes on until it reaches it a given max speed, as to make it progressively harder for the players to stay afloat.

Daphné spent most of her time fixing a bug caused by making fish lie on top of the icecube, they would fall trough it if their collider got inside of it, that is (should be?) finally fixed though. After that she spent a bit of time trying to get the animations to work on the fisherman character in game but it didn't work so it got pushed to backlog to be figured out properly. finally I worked on the design for the mockup UI for the rest of her time.

She also spent about an hour or so looking trough our code & organising it into a better folder structure, along with noting down some spots where we need to improve code quality.



Artists :

Stijn spent the week on trying to find a solution for the foam around objects getting cut off. He also added a gradient to the water and tweaked the foam on top of the waves a bit by slightly reducing the amount of foam, upscaling the resolution and adding a gradient mask to get a sense of depth.

Shader update

Shader update

Alex modelled, unwrapped and also textured the fish pick-ups (the eel & pufferfish) this week . The pufferfish includes both a deflated and an inflated version, and both have their own texture. 

Textured eel mesh

Textured eel mesh

Textured deflated pufferfish mesh

Textured deflated pufferfish mesh

Textured inflated pufferfish mesh


Textured inflated pufferfish mesh

Alex also fixed the texture tiling of the ice cube map and adjusted the model itself to account for the whirlpool rotation that was recently implemented, so that the cube looks okay from all angles and isn't semi-transparent from the back. They also worked on making the scene feel a bit colder , by messing with the textures and adding snow piles around the village.



To finish off, I had the task to implement some animations in the fisherman model. I made the idle, regular walking and remade the running animation using Mixamo animations as a base for each. Some animations caused the big belly of the model to break that needed fixing. Whilst trying to add the animations into Unity I stumbled on a part that needed code I asked the programmers for help on this. They struggled a bit too with the implementing of the animations so we decided to postpone this task to the next sprint.

Fisherman run animation

Aside from the animations I also made extra rubble meshes from the concept of Alex to fill the ice cube. These meshes were an umbrella, acorn, bucket and a rope mesh. After they were modelled in 3DsMax I unwrapped and textured them as well so they would be ready for the game scene.

Updated ice cube

Updated ice cube

And that would be all for this week. Have a reely good day!

-Beau

Get FishFiasco

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