Posted October 24, 2022 by Ziszle
Hello and welcome to devlog two!
Lots of big changes here so I’ll cover each bigger section individually. I’ve also included some screenshots that show off the new look of the game. Let’s get stuck in!
Note: I’ve included a complete checklist of all changes (as I can remember them) at the bottom of this page, for that head to the last chapter!
As suggested by the title of this post, the biggest and most impactful change has to be the addition of not one but two music tracks (wow), and some sound effects. There are still some missing sounds including the much needed death sound, but it’s a huge improvement from before.
I used Acoustica Mixcraft 8 Pro with some of the bundled VSTs to create the music, and my trusty phone and front door to record the SFX. It’s not perfect, but with a bit of editing it manages to capture what I was going for, and with so many other things to tackle, perfectionism will have to take a back seat
One noticeably lacking thing from my game was the absence of a main menu. This meant players were forced into a timed scenario from the moment they started playing… not great. This has been fixed by the addition of a main menu. I snuck in the banner image from Itch here too. Looking good :D
I’m no artist, but even I can do better than two cube primitives. The test square had outlived its usefulness, it was time Joe got a new look. I decided that Flamin’ Joe is a suit man, and he likes hats. Quite stuffy, especially in a factory, especially a factory on fire; but you gotta do you! I was surprised how well it turned out all things considered; I’m very much looking forward to working with artists in the future!
A big change, and potentially the most beneficial from a player point of view is the change to the look and action of the fires! Still using the built-in particle system, but this time going for a much more minimal look, it’s easy to see where the fire is now situated. The radius is so obvious that it was possible to remove the square colliders and replace it with a single sphere collider and get a really fair feeling system! All now contained in a prefab, with updates to the lights for a better look, this has to be one of my favorite additions this time around.
Several play-testers reported getting lost, hopefully that will no longer be the case with two exit signs guiding the way. I used Krita to quickly mock up some signs and dotted them around on two quad objects. A very small change, but I think it feels much better even if you did know where you were going. Really helps to flesh out the environment a bit. It’s unlikely I’ll have time with this game, but I will be taking this knowledge with me going forward.
BUGS & THE NOT SO GREAT:
Ooof, that’s a lot of changes! Give the new build a shot and let me know what you think in the comments below!