Devlog 6 - Production sprint 2, week 1 done!


Hey everyone, welcome to our 6th devlog! 

This week we managed to make a lot of progress, so let’s get straight into it!

 

To start off we finished implementing all the siege abilities. To summarize we now have three abilities:

  • A speedboost: will temporarily speed your siege up
  • A fireball: shoots a fireball that damages enemies and can be used to clear road obstacles
  • A groundshock: pounds on the ground to kill all the enemies in a range.

 

We also made another type of enemy: the archer. They will shoot arrows at their target, while maintaining a distance from it. This one is a little bit trickier to kill, since it will run away from you if you get closer. In the meantime you also need to make sure that you don’t get killed by its arrows that it shoots.

 

These are archers, currently firing at the siege engine. Those flying white things are a temporary visualization of the arrows.


Next up we also did some work on the environment of the game! Our artists did a great job on the environment of the level, and it turned out really good already! It’s really cool to see all the assets coming together in a level, and it coming to life.

Here's a preview of the detailed level

   

an exclusive in-editor view to show off more of the level environment


Finally we also made the events much more visible. They will get announced a bit before they happen, and they have nice circles around them to indicate the place that you want to keep away from.

 

 Here you can see how the announcement gets shown: that big red circle around the siege is the announcement of the mortar




These smaller red circles annnounce that there is an arrow rain coming in. They show the exact location at which the arrows will land.


Something that we started working on this week, but hasn’t been finished yet was implementing animations. One of our artists started rigging and animating various objects in the game, and we started playing around with them. Using Unity’s animation system it’s really easy for us to set up an animation controller, and playing each animation when we want through script. We’re excited to see some animations in the next devlog!

 

Anyways that’s it for now, as usual this week’s build will be linked to this devlog, so you can play around with it yourself and see how it plays!

~Group 07

Files

GoblinWars Week 6 25 MB
Apr 03, 2019

Get [Group07] Goblin Wars

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