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Final Devlog: The dawn of SacriFetus

SacriFetus
A downloadable game for Windows

Welcome back friends and SacriFetus enthousiasts, this is our final week!!

We finally did it, we accomplished what we set out to do and finished our game. It took us a while, but we're proud of what we made.

So for the last time, lets go over what we did

Programming

We added pickup prompts to both babies and player bodies to make it more clear when and how you can pick them up. The main menu got a nice fade-in, this not only looks better but also hides the assets that are loading in. We also did some bugfixes this week e.g. input not working after restarting, actors spawning in at 0 0, crashing when the second player uses the controls menu.

RFX

When playtesting the game we noticed a small player feedback issue, where the fireball attack seemed to go out way longer than it was supposed to. so by adding some small tweaks we shortened the attack range to better visualize the actual attack range.


UI

This last week, there were some final UI elements that needed a detail pass. The first thing we added some more detail to, were the health bars.  After changing all the HUD elements last week, the health bars were looking a little different. Since we based all the other HUD elements on the health bar design, the design of the health bars were not far off but they still needed some polish. We changed the green of the health bar and the pink of the revives.

The next thing that needed more detail, were our buttons. They had a gradient but other than that they looked very flat. We based the new design of our buttons on the map design since both are supposed to be paper.

To make our game stand out more, we decided to create an animated logo. We started by cleaning up our original logo and at this point we were used to adding a certain amount of detail and grunge to fit with the game. We then created some ideas on what we could to that would both be nice looking but also match our game. We ended up with a logo where the word sacrifice burns to reveal our title and a pentacle. This pentacle then falls down, representing an evil force like when a cross is turned upside down. And is then finished off by the underline appearing.

Presentation

A last, but also very important step in our final result, is the presentation. This is both our PowerPoint pitch presentation as our Itch page.

We started by creating a very basic but still very fitting PowerPoint presentation for our game. For this we created some fun pages like our team introduction page and the burning questions page. This presentation was then adapted by the team member who would end up doing the presentation to fit their presentation style more.

For our Itch page, we started by creating a fun background based on the button and map design but with darker colours. We decided on darker colours since a lot of our assets, like the controller lay-out and the title, use a lighter colour and this would make them stand out more. After making the background, we used our buttons as a title background. We then used some of the game shots used in the presentation, to make possible players be intrigued by our game. To finish the Itch page, we added some explanatory and attractive descriptions, that tell players what they can expect when playing our game and what to do.


Trailer

So we finally finished our trailer, building it from lthe ground up. we wanted to add some flare to it, creating a little story with some subtle voice acting

And that is it guys. Thank all of you for following along with this awesome adventure.

For the last time, see you guys and all the love

-The SacriFetus team <3

Files

  • SacriFetus.zip 415 MB
    50 days ago
Download SacriFetus
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