Devlog #04: Mid production sprint 1
Hey guys! We're glad to welcome you back to another devlog! Allow us to show you what we've been up to this past week:
Enemy patrolling behaviour
The enemies patrolling the platforms are several steps closer to their final form. The enemies can no longer be pushed around, they turn around if the player bumps into them from behind. Same for when they reach the end of their platform, they turn around and continue their duty of searching for the player.
Valkyrie
The first draft of the valkyrie enemy type is implemented in this week build. The valkyrie patrols in a radius around its spawn point. When the player character enters its influence zone, the valkyrie will fly towards him and attack him by throwing a spear. The spear acts like a boomerang and fly bag to the launcher dealing damage twice.
For now, the valkyrie isn't aware of its environment. The next objective is to make it able to navigate around the obstacles of the level.
When killed, the valkyries drop the "wing pick up" that allows the player to double jump.
Platforms & Level Creation
As for the level's look, we've started creating the stone platforms from Hell that you'll need to jump from and to. Having these at hand we've started building more level blocks for the infinite level generation and started taking a look at adding level blocks that would teach the player the movement of the game. Take a look at these bad boys:
And here's a quick peek at some of the level building we've done using these platforms:
Infinite level
The generation was improved and now features enemy spawners that spawn a certain amount of enemy with every tile at semi random locations.
Axe throw aiming
The axe throw now has a default direction upward and and this direction gets changed by rotating around by moving the joystick or using wasd, the range is now always maxed out unless a wall or enemy would be hit then the range gets lowered to hit them.
Movement issue fix
A bug kept finding it's way into the player movement which gave issues depending on performance this is now fixed so everyone should be able to enjoy the game independant of computer performance.
Another bug that allowed the player to fly up while jumping next to a wall is now fixed.
Character and weapons design
This week our team focused on several art aspects and one of them was to create the main character design of the vicking hero and the weapons he will be welding.
First we started sketching out several designs and picked the best features of each of them in order to have the best result out of them all
After that a decision was made and so the final design was created.
Our hero has a tattoo of the vicking symbol of a compass to guide him on his journey to Valhalla.
After having our main character done, it was time to design his two weapons- the throw axe and his slashing sword.
The axe shares the same symbol of a compass as the hero.
For the sword we decided to go with a more simple design since it has to not take the attention from the platforms and the possible dangers.
Here you can also see a 2D mock up of how the character will look with the weapons in his hands.
First set of props
Next to the character and the weapons we also started creating some modular props to decorate our level with. Here you can see some of the created assets:
And here you can see some of them in action with the new platforms:
That was it for this week! Next week we're hoping to deliver a similar looking level to you guys!
Thanks for catching up! See you guys next week!
Files
Get Rise to Valhalla
Rise to Valhalla
Fight your way back to Valhalla to claim the throne and feast like a God
Status | Released |
Authors | Delphine Decuyper, Freemard, lerichem, Iva Tsvetkova, Pepijn Langeraert |
Genre | Platformer |
Tags | 3D, Arcade, Beat 'em up, Singleplayer |
Languages | English |
More posts
- Devlog #10: The endMay 12, 2021
- Devlog #09: Start polish sprintMay 05, 2021
- Devlog #08: end of productionApr 28, 2021
- Devlog #07: mid production sprint 2Apr 21, 2021
- Devlog #06: Start production sprint 2Mar 31, 2021
- Devlog #05: End production Sprint 1Mar 24, 2021
- Devlog #03: Start production sprint 1Mar 10, 2021
- Devlog #02 - PrototypingMar 03, 2021
- Devlog #01 - PrototypingFeb 24, 2021
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