Posted March 09, 2025 by Daan Van Schuylenbergh
This week we restructured and rescoped our project. We continued prototyping mechanics and finalizing our art style.
We experimented with different map sizes and settled on these two. These have a good balance of map size and forced interactions with the other player.
We have as spline based road system, the truck will follow the spline as shown in the gif underneath.
Yes you read it correctly, particles are finally in the make. Currently have an exhaust fume particle for cars and a player impact fx. The player fx are linked to their team colour and will dynamically change colour based on what team the player belongs to!
There are some new exciting features added to the HUD. We now have a compass bar at the top of the screen to track where the player is and most importantly... Where is the enemy car so I can sabotage him!
We now have a system that spawns NPCs on the sidewalks and allows them to cross the road using crossroads. This will mostly be used for spawning grandmas but could potentially be used for general crowd NPCs as well.
Cui made some environment assets, here are two custom buildings and a straight road piece along with an intersection piece.
Ine merged our ragdolls with the pickup system. Thanks to this, grandma can now be tackled and thrown around as much as you want.
We are hoping to start production next week. After a meeting with the project supervisors we hope to get green light for production.
If not, we will see you guys with another week of prototyping!