Devlog #9: Polishing
Hello folks!
Another week another devlog.
The past week we've had some good progress on the game! It's finally getting all together, the finished product is nearing!
FX
A couple of sound and particle effects have been added, this gives our game so much more feeling and fun, and of course, more player feedback. But there are still extra particles being made at the moment.
An example of one of our new particles are tire tracks! They're programmed so they will appear/dissapear whenever the tire is on/off the ground.
We're also working on a new attack particle for our stage hazards, in comic style!
The winning player is also being visualized by a 2D crown Icon in the Hud + a 3D crown above the player! We had some issues with making it clear who was winning in the game and this seemed as a perfect solution. When there are 2 players with the same score they will both have the crown.
Main Menu, End Screen & HUD
More animations that are made by an artist have been added, the main menu should be as good as finished now!
We have our DAE banner that appears at startup of our game, an intro animation of the title and background. Then, every time a player joins, a player box will be slammed against the background wall, making the wall crack! You can perfectly choose your car character, and change the color as well. The controls of the cars will also be displayed at the bottom.
The End screen has also been redesigned, instead of using a 2D format similar to the main menu, we decided to go for a 3D scene. The winning car is programmed to stand more in front, while the others are back against the wall. The scores will be displayed on sticky notes above the cars (which will have the same color as the representing car). One of our artists has then been redecorating this whole scene + added the credits of our group.
In the Hud we only added a shake animation on the damage number, and of course the crown icon for the winning player as mentioned before.
Car (mechanics)
Some more improvemenets and fixes:
- The car can now tilt in any direction via ray-casts.
- The car now only respawns once every time it goes off the map.
- The car can't be stuck on a cliff/edge anymore!
- When a mine is dropped from the mine dropper ability, the mine doesn't spawn in the ground anymore and has the same rotation as the car.
- The tire modifier that reduces tire steering when mid air has been finished as well.
- The Nitro model has also received an update.
- We have our last car model as well!
Level Design
The props on the table have been replaced. The level is looking way more interesting right now! There is some play in height: you can drive under a pencil or a ruler.
A new prop is introduced: ONU cards! we can create ramps with them and jump over a hole for example. Now the design of the whole table looks more natural, more like a playfield for kids.
Our props have in general improved a bit, some edges got some bevels, because some of the props looked way too low poly.
The table also has some decals of children's drawings and stains.
We have Stage hazards! there are a couple of bouncy spring meshes that push you away if you pass by it. It will disrupt your speed, it will just annoy you in general.
We also put some work in the background: the closet has a more interesting texture, instead of plain white. It's also being filled with props such as cards, blocks and books. But this is not fully finished yet.
We added our cloudy wall behind the bookcase, it gives the scene more personality, and it's a reference to the main menu and the end screen. It counts as a repetitive element now.
That was a big chunck of text.
We're nearly there! Only a few more particles & sounds, background props and bug fixes!
Get C.A.R - Car Arena Rumble
C.A.R - Car Arena Rumble
Status | In development |
Authors | RonanBosman, Mathias_Radder, Yana B., VincentVD, Margot_vdbs |
Genre | Fighting |
Tags | 3D, Arcade, Controller, Driving, Local Co-Op, Low-poly, Multiplayer, PvP, stylized, Top-Down |
More posts
- Devlog #10: FINISH!May 22, 2022
- Devlog #8: Production Sprint 2 endMay 09, 2022
- Devlog #7: Production Sprint 2 progressMay 02, 2022
- Devlog#6: Production sprint 2 startApr 25, 2022
- Devlog #5: Production sprint 1 endMar 28, 2022
- Devlog #4: Production phaseMar 21, 2022
- Devlog #3: Finishing PrototypeMar 14, 2022
- Devlog #2: PrototypeMar 07, 2022
- Devlog #1: ResearchFeb 28, 2022
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