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DilloQuest Devlog

A topic by rtung created Mar 30, 2020 Views: 286 Replies: 1
Viewing posts 1 to 2
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To preface, this is a game we've developed for class. In Dillo Quest, the player controls an armadillo and attempts to win a game of soccer.

What’s changed?

Since our last build, we’ve worked on polishing the game by replacing the generic Unity models with a custom stadium made in Blender among other things. Because most people will be playing the game with a mouse and keyboard rather than a controller, we’ve also worked on improving guidance and gameplay mechanics for that. For example, our tutorial now describes all of the mechanics and uses mouse controls to do so. In addition, because we’re no longer able to provide haptic feedback, we guide the player through visual and audio effects instead. When the armadillo’s tail is touching the ground and the player is therefore capable of jumping, we trigger a particle effect that looks like dirt being kicked up, and play a sound effect. Aside from improving guidance and game feel, we’ve added enemy boids that swarm the ball. Last week, our enemy AI was significantly better than the player at scoring goals. These boids introduce “noise” and make it harder for the enemy AI to win.

What’s next?

Right now, the game just is not very novel. This week, we are focusing on fixing that by merging the current soccer focus with our game’s 3d platformer roots. Among the ideas being floated to approach this are adding platforms and different goals to score into the game, or having a soccer based boss fight, where the player uses their soccer skills to progress in a stage and defeat a boss.

Build

Not entirely sure of how to share this, but there are Windows and Mac builds in the linked zip.

Our second devlog...I think we will eventually make a standalone page for this but  with our recent pivot we're not quite there yet.

What's changed?

This week, we focused on introducing more interesting decisions for the player. As of last week, we were still having issues creating a compelling AI, and we found it hard to control the ball. Realizing that our soccer concept had limited novelty and decision making, we moved to more of a hybrid between soccer and platforming. To that end, we created a stadium with a series of evolving challenges that would use all the gameplay mechanics we’ve implemented, from soccer to jumping to gliding. This change necessitated a new mechanic to improve player control of the ball, so we added the telekinesis mechanic, allowing the player to shoot the ball accurately.

We also attempted to add more visual interest to our game via a custom stadium and some shaders. However, we ran into some roadblocks because of the way the stadium’s mesh collider handled objects being inside of it, so we ended up having to scrap most of it for this build.

What's next?

We hope to improve our stadium so that there aren’t any issues with collisions. Furthermore, while playtesting the jumping stage, we found that quite a few of the platforms were too narrow to really build up the momentum for a jump. We need to continue testing this phase in order to ensure that it works well with the movement mechanics and vice versa. Finally, with the design of the stage/stage progression relatively finalized, we can focus in on making sure that our movement mechanics feel great in this setting.

Build

Here is a link containing the Windows and Mac builds, and our credits.