Posted May 22, 2023 by Midgarde
Hello everyone!
Welcome back to our second to last devlog. This week and the next one will be our final weeks of development on Corporate Chaos where we will focus on polishing whatever we have so far. This means we will not be adding any new features but instead improving upon what we already have.
On the art side of things we worked more on the outside area by adding buildings and fog to really make it feel like you are playing at the top of a skyscraper.
We also focused more on the chill room making it fit a bit more with the other rooms we have and cleaning it up a bit so it no longer has shadows that don't match the position of the walls.
We also worked some more on the finish line to make it more visible and clear when u pass trough it.
We also moved the hole in the wall to a different location but there will no longer be the possibility to fly trough it since we could not implement this before the feature freeze.
We spend a lot of time playtesting the game and fixing small annoyances here and there. From the bigger changes, we added art assets for the speed bar and made a shader for some places where the camera obscures the view.
The background buildings as well as the main building outside wall were iterated upon. Random out of place objects were removed. Some more sound FX were found.
Starting this week, we couldn’t implement any more new features so our focus was on fixing and polishing the current game.
For starters, we finally implemented the ragdolls we have been working on. Now they get activated when an npc gets hit, and get deactivated (in most areas) when the players are far enough away from the npcs. So you can keep driving into your favourite npcs and see them crumble each time you hit them.
We added sounds to make the game come together more as a whole. We are still adding more but certain game interactions now play a nice sound when performed.
A lot of other small tasks were completed aswell, these include but are not limited to:
Every player can now start the game.
Camera spawn is fixed
Ramps now function better and give a boost everywhere in the level.
Coffee puddle spawning / Coffee cup breaking Projector screen / Drone exploding
Colored trail behind the player that indicates the current speedMultiplier.
A tooltip appears if a player is near an object they can fold under.
A shader allows the player to see through the walls it is behind.
The camera doesn't look at the player constantly; it looks in front of it, making it less disorientating.