Posted March 26, 2020 by Just_Me_A_Random_Dude
Hello there again,
Quite some things happened this week again so lets dive right in!
First thing you're gonna notice, is that the map looks waaay different from before! That's because we spend quite a lot of time on our level layout. However more about that later! First lets talk about additions in the gameplay.
Last week the tourists were rather dumb, walking into everything and getting stuck just about everywhere. So, this week we implemented a proper movement for the tourists, so they don't just mindlessly walk towards dead ends and hit everything they can. They now walk around obstacles and search for proper ways around the map
We also changed the input for the farmer and sheep, before you had to keep pressing a button to hold onto a sheep or tourist, but now you can just tap it once and you keep the thing you want to take, to release it just tap it again. Waaaay nicer!
We also did some mayor bug fixes. Originally, when you picked up a sheep as the farmer your controls got inverted and moving around became a major pain. So we fixed this so you don't have to be frustrated about this anymore.
We also fixed the issue of the floating farmers (NO FLYING ALLOWED!), so now you will always stay on the ground when walking around. Aside from those two major bugs there were a couple of smaller fixes as well and some quality of life improvements.
Dashing has been improved as well! We noticed, that it was too difficult to hit tourists when dashing, so we give a little help now, if there is a tourist in front of you, you wont get punished anymore for not getting the EXACT angle down.
Another thing we added is a little UI for the lobby system. Now you can see how many players joined and who is ready and who is not.
We're rounding up the first part of the production phase and our game is starting to come together.
We've worked on our level design and started implementing our assets, the farm is finally starting to look like one!
We've tackled some very important elements and have a clear vision of what the ground will look like, something that'll play a very important role in our level design.
We've made numerous iterations of our level and eventually went with the one below.
Each team member made about 4 blockout iterations, each time we picked the best one to use as a base for the next blockout. Eventually we went with a combination of 3 blockouts.
While most of our time was invested in making iterations, we still kept making some assets in between. Finishing up a big chunk of the work. Here you can admire the results!