Posted May 25, 2025 by Eliott_Charon
We finally made it! After 12 weeks of blood, sweat, and tears GrandmaMania is released. So one last time, let's go over what changed since last week shall we? As a refresher, we are in the polishing phase. This means that we've mostly been improving on existing features and player feedback.
At the start of this week we noticed that our framerate was getting low at times. In order to fix this both art and programming took a look at what might be the cause. For art, this was handled by our resident tech artist Daan. He found that there were quite a few default rendering features in Unreal that we didn't rely on for visual. These were promptly disabled.
This however led to a few problems:
During playtesting we learned that new players didn't instinctively know they could pick up roadblocks and cones. In an effort to make this clearer Daan changed the outline colour of our obstacles, along with the grandmas, when a player is near.
Daan gave the physics asset for the grandma a glow up. A physics asset is used for simulating physics-based interactions and collisions for characters or any object with a skeleton. In simpler terms: it's very important for ragdolling. And since our grandmas spend quite some time being ragdolled, they might as well better while doing it. With the updated physics asset, a ragdolled grandma now look like she has actual bones inside her instead of jelly.
Cui created some smoke effects for the roadblock falling apart and to cover up the destruction of the cones. Ine helped out by hooking the big smoke to the right event.
Now that our grandmas have stopped jaywalking, Cui added in some extra sidewalks in to let them cross the street safely.
Curtesy of Cui, we now have an updated logo! GrandmaMania wouldn't be what it is without grandmas so her face is now front and centre.
Last but not least, we have a trailer! Savvas did an excellent job highlighting all of our gameplay features in a short and snappy video, if you ask me. But be sure to take a look at it yourself too!
With a lot of polish comes a lot of bug fixes and tiny little tweaks to make the game feel better.
Sometimes one issue can manifest itself into multiple bugs. This week both of our programmers got their own version of this to deal with. Ine had two bugs that were closely related to each other: Grandmas registered as having landed on the ground too early, and players behaving weird when hit by cars or ducks. Both of these where caused by an issue in the ragdolling code.Now our grandmas land exactly when they should and player gracefully fly through the air when run over.
Karel's version of this took form in obstacles being destroyed too soon and cars seemingly stopping in random locations. Both of these were a side effect of the new outline that Daan added. In order for it to work, Daan added an extra collision shape. This made vehicles stop for grandmas and start breaking down obstacles meters away from them. It was absolute chaos! But, after changing a few settings, this was quickly fixed.
During our final round of bug hunting, Ine found some bugs that had previously slipped by:
With the improved physics and fixed code bugs, the sound has to be top notch to match the aestethic of the game!
Eliott started by fixing newly arised issues such as:
With players and grandmas now getting thrown away by cars and ducks, they ought to have proper impact sounds and voicelines:
That's it! Grandma Mania is officially finished.
Thanks for sticking with us through this journey and we hope you'll enjoy the game!