Devlog 2 - Ready to start production!


Welcome back everyone, this is our second devlog!

Today we’re going to talk about what we did in the past week, the 2nd of our two prototyping weeks. Let’s get started!

The image above is a scene that our artists have put together with some assets that they made.


So the first thing that we implemented was the ability to grab the gnomes and throw them away. We needed this system, since we want the players to be able to grab both resources and enemies to throw them into the back of the siege to use them as fuel.

 

Player 1 carrying a gnome


The next thing that we made was the actual fuel system. As the siege weapon proceeds, its fuel slowly goes down, so you constantly need to gather resources to use as fuel to keep the siege rolling. We also made sure that you can grab gnomes and use those as fuel. If the siege runs out of fuel, it’s game-over and you have to restart.

Fuel levels: Top is when there's a lot of fuel, bottom is when the siege is running out of fuel.    


Next up, when a gnome gets into its attack range, it will slowly starts draining the health of the player that it targeted. When there’s a lot of enemies in the world, the players will always have to watch out that you don’t stand still for too long, because then they will get damaged, and eventually die.

 

Next up we made a simple version of the UI. It simply shows the siege’s fuel level, and the health of the four players, indicated by their character’s color. It’s quite simple, but when there’s a lot of stuff going on later in the game, a simple UI will be a blessing when the player has to take into account all the different enemies that are attacking in the world.

Here you can see the prototype of the UI: player health is in the top corners, fuel level is in the bottom center.


The last thing that we did this week was try to create a simple prototype of a camera system that will zoom in and out as the players get to the edge of the screen. We made this prototype in Unreal Engine, as we wanted to see if Unity was really going to be the best choice to go for with Goblin Wars. Since just this simple camera system took us around 4 hours to make in Unreal Engine (we have basically 0 experience programming in Unreal), we are still confident that Unity is the engine that will best fit our team. We talked about this a bit in our previous devlog, which you can read here.


That's all for this week, we have a big siege weapon that needs to be kept fueled! We'll see you all in next week's devlog!
~Group 07

Files

Goblin Wars - Week 2 15 MB
Mar 06, 2019

Get [Group07] Goblin Wars

Leave a comment

Log in with itch.io to leave a comment.