Posted May 17, 2018 by Ruvah
Hello before we tell you these awesome fixes and updates on our game were honoured to announced we were chosen to present our game at the FLEGA-Cafe in The Level!
We hope to impress the people visiting and give them a good time playing our game.
(More info can be found here : FLEGA calender.)
End Screen
This week the castle tower got a graphical update. The old tower will still be in place for when the game starts, but the new tower will stand tall at the end of the game. The winning player will be on top of it and the last player will be standing outside trying to get in!
The picture below is the end screen (of course it will be animated and fireworks will crack in the back. On the end screen you can choose to go back to the main menu or to quit the game.
(see gif for animated)
Start Screen
Our start screen got a major facelift and should now invite people to play our game when they see this.
Controls Screen
When the players have chose their characters colors, they will see a brief introduction to the controls. This screen will stay up for a few seconds and afterwards, the game will start.
(see picture)
Background Character Selection
Until now, the background of the character selection was a simple hand painted background with some clouds. This week, we push through an update of that background (see picture below)
Levelgen Rewrite
The levelgeneration is one the things that drives this game, so we want to get it right. By expanding on it every week it got more and more complicated and cluttered. This week we took the time to completely rewrite it, keeping mostly the same functionality. The big reason for this were complaints from people that certain traps are too common for being so punishing. The new version added weighted values so it can be easily tweaked in the future, without having to go through the code.
inGame UI
We made the time slow a bit more visible. A ui overlay will be shown in game.
Particles
The spinning blades weren’t visible enough in the game so we made some fire particles for them to make them pop more. We also started polishing the end screen and for that we made a firework particle. Because every party needs fireworks right?
Animations
For the endscreen we needed a different animation for each player. This week we made the last animation for the losing player.
Skybox
Now we have a skybox for the level with a color that’s better fitted for the game.
Transisitons
Now we have transitions between our scenes so it doesn’t show up instantly.
Killfeed
Theres now a killfeed ingame. It will notify the players who and what got owned with a witty text.
(max 3 notifications and they fade away over time.)
Pause Menu
A new Pause Menu has been implemented, indicating who paused thus who is controlling this menu.
Miscellaneous
-Bug Fixed where the shield would fail you
-Rage Mode changed to the state it originally was made like (with a nerfed forward speed).
-Camera Transformation has been reworked to freezing the game and move over the level matrix style.
-Spinning Blades now get destroyed when a clear powerup is used.
-Bug with extra life box fixed.
-Wings powerup tweaked.