Production week 4


Welcome to production week 4!


This week we spend the biggest part of our time on fixing problems, reflecting on what we had by this point. Additionaly we added some systems that will serve as a base for further updates.

Progression Area:
If all players are present in the zone, this will load the new scene with level transition.

Different Shirts:
Because customisation props are non-existent for the moment we assign each player a different color T-shirt at spawn. This way you can more easily identify which character you control. 


Main Canvas:
There is now a Pause screen which obviously pauses the game, the Main Canvas now checks if it's in game. If not; it only spawns the necessary components.


PowerUp:
The PowerUp Manager now uses the island's childs as spawning locations.
PowerUp_Basic has a full overhaul, with new prefab variants. Each PowerUp will have a Tagger Effect and a Non-Tagger Effect.
Ex. Cookie => Tagger: Scaling up, collision with body tags other players, Non-Tagger => Scaling down, speeds up player.



Collision:

One of the major problems of our previous builds was that the game didn't feel as smooth as our prototype did. This was mainly due to having temporary collision on most props. The playable area is also more packed than the prototype was which enhances the feeling of lack of control. So we fixed the collision on our props either with boxes of more custom collision for the complicated props.


Crumbling:
Crumbling is back! Faster, better and more precise. Everything falls with the falling island pieces too!


Environment:
After weeks of struggling to get the outline shader just right we decided to ditch it entirely. It gave multiple problems, both in terms of game clarity and visual appeal. Additionaly we switched from using the Lightweight Render Pipeline to the High Definition Render Pipeline. After Playing a bit with lighting and post-processing that gave us this result:



See you next time!
The Tag Team

Files

Tag_Production_Week3.rar 21 MB
Mar 27, 2019

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