Sprint 3 - Final week


Finalizing, Spicing things up, adding the last features before we begin the polish sprint. Most importantly, we've added our two remaining modes: PvP and endless PvE. Our standard gamemode features a set of waves of enemies which the players have to defeat. After the final wave, the player with the most kills becomes the boss and the others have to team up to try and stop the boss. Either way, in that gamemode someone will win. In endless mode, the waves just keep going, becoming harder and harder. You have limited respawns and there is no friendly fire in this mode. You try your best to make it as far as possible and get the highest score! In PvP mode, there are no waves, only the heroes which fight to get as much player kills as possible within a timer.

Another important feature we added was difficulty options. Three difficulties, easy, medium and hard, affect in the PvE modes how many enemies spawn and how much damage they do to the players.

Our last build had quite a few critical bugs, which we all hope to have fixed now. Our camera is also much more responsive and less frantic when players die. We are working on implementing good suggestions from the feedback we received, balancing our characters however, is something we'll be focusing on more in the next sprint. Lastly, we're trying our best to keep our game running smoothly and eliminate any lag spikes we come across.

On the art department, we've added all the animations we need and we're adding lots of particle effects to improve player feedback and communication (and the beauty of our game of course!).

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Assets used:

Animation:

- Rogue Attack - Rogue Damage - Rogue Death - Rogue Idle - Rogue Walking - Mage Attack - Mage Damage - Mage Death - Mage Idle - Mage Walking - Gunslinger Attack - Gunslinger Walking - Gunslinger Damage - Gunslinger Dying - Tank Attack - Tank Walking - Tank Damage - Tank Dying - Skeleton Walking - Skeleton Attack - Skeleton Dying - Skeleton Archer Walking - Skeleton Archer Attack - Skeleton Archer Dying - Skeleton Knight Walking - bomber walk and death

Audio:

- Menu background - Game Background -Basic attacks of main characters

Material files:

 - Enemy test - Damage orb - Healing orb - Speed orb - Rogue body - Rogue Eyes - Tank body  - Tank Eyes - Gunslinger body - Gunslinger hair - Gunslinger Eyes - Mage body - Mage Eyes - HUD elements - Environment, Cliff, Cloth, Gate, Objects. Throne, Walls - Menu buttons - Splashart main menu, start of game - Tank Spin 

FBX files/prefabs:

- Mage - Tank - Rogue - Skeleton - Skeleton Archer - Skeleton Knight - Barrel - Arena Cliff - Arena Collider - Arena Pillar - Arena Tribune - Wall - Wall corner - Wall vertical - Pick ups - Projectile - Beast - Beast Collider - Shuriken

Particles:

- Explosion - Torch Flame - Health boost - Damage boost - Character Auras - Pickup Auras - Pickup Effects - Magic Bolt - Gate Close Effect - Gunslinger Ultimate - Gunslinger Attack - Mage Blink - Rogue Secondary Attack - Tank Spin - Tank Ultimate -  Tank Slash - Dizzy Effect

Scene:

- Enemy Test Scene - Main Scene - HUD test Scene - UIScene - Artmaps

Script:

- Gunslinger - Mage - Rogue - Tank - InputManager - KillerMesh - PlayerMain - EnemyMain - EnemyMelee - EnemyRanged - MakeNewWaveData - WaveDataClass - WaveSpawner - CameraMovement - PickUp - PickUpMain - BarrelMain - DamageableObject - GameMain - GUIManager - PlayerSelect - ProjectileMain - SoundManager - PlayerHUD - EndScreen - Options - MidBeast - UIGame - SoundManager - FloatingDamage - FloatingDamageController - Audience

Texture:

- Rogue body - Rogue Eyes - Tank body  - Tank Eyes - Gunslinger body - Gunslinger hair - Gunslinger Eyes - Mage body - Mage Eyes- HUD elements - Torch Effect - Boom Effect - Environment, Cliff, Cloth, Gate, Objects. Throne, Walls - Menu buttons - Splashart main menu, start of game - Enemy Textures - Menu Elements - Particle Textures (there's a lot of them)

Files

Build_11_26-04-18_SaltySands.zip 61 MB
Apr 26, 2018

Get [Group 21] Salty Sands

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