Posted March 14, 2022 by Stalpaert_Arne
Welcome to the third devlog of Bone hunters. This week our main focus was on trying to improve the prototype and the overall feel of the game. Although the prototype was fun, the game was definitely missing something extra. We went back to the drawing board so that we were certain that this game was going to be fun and engaging for longer periods of time.
This was the first official week of production for the artists, quite exciting.
In this first week, the blockout of the level was created after getting some useful feedback.
This way, the programmers could start coding the newly added mechanics to our prototype.
Next up, were the first finished props of the project. These included an old boot, toy car, etc,
Props that would serve as ‘trash’ items when the player can’t find a bone.
We started off modeling the most useful props for the programmers first, no need for us to create a start screen just yet.
Quite a few changes were made this week as we introduced some new mechanics in the prototype.
We have implemented a new map blockout in the newest version with more open areas and overall better visibility. This comes with newly made houses that have colored roofs according to the players that have joined in.
Tug of war has also been changed so that you can see the colors of the players that are battling, this will make the standing of the Tug of War more clear.
There have been quite a few features added this week so that we can figure out what we like and don’t like.
How do we make Tug of War more relevant?
This way you bark at another dog to stun him and then run towards to engage with him in a Tug of War.
How will we add in a ‘Skill’ factor?
All these changes alongside with learning the layout of the level should help the player evolve a bit of skill to get an edge over the other players.