Posted May 08, 2023 by RasahAlune
Well hello there again!
The second to last week of production has been filled with challenges, effects, and more new and exciting models. The general framing of the game and its UI are also now getting more attention, and needless to say, it's looking good. Our little office is really coming together now and we are heading to the last week of Sprint 2!
We have a start menu screen and a functioning HUD now! Both colourful and on brand with the 70s-80s vibes of the office. It took us quite some revisions to settle on something we all liked and that didn't obscure too much of the screen. But, eventually, we got something fun and functional. You can see in the bottom left corner of the HUD a counter with a number, this displays the number of alarms that have gone off. In the middle, you will find the command box for the HACKER and to the right of the box, you'll find the charge of the SPY's stun gun. So in a minimal space, both players can find all the information they'll need.
This week we finished up the printer, fax and the little table they stand on. We (again, suprise suprise...) started modelling on even more meshes to decorate the office. This includes cables, a serverboxs and of course some lavalamps.
For anyone wondering, yes the lava in the lavalamps does move.
Talking about moving stuff, we also made a lot of progress in the vfx department this week. From a respawn vfx to shooting stun lasers at robots, all these effects make the game feel much more alive and interactive.
On the programming side, the alarm state manager has finished, so now when you're seen, you get the chance to recover by hacking the alarm and deactivating it. We also helped advance our UI to make it more functionally kitted and nicer to look at. And now the guards themselves are hackable as well, you can stun them for a while, disabling their movement and their sight.
We also fixed tons of little bugs and done some rework for the hackable objects. The menus like the win screen, lose screen, pause menu and the Main menu are not implemented in the game loop. The shooting mechanic is visually implemented, it used to work and have an effect on the guards, but that had some issues and so will not be added in this weeks build. Guards also move smoother, turn smoother and the vision cone don't go through walls anymore.
See you next week for more updates.