Devlog 3: Prototyping 3


This past week we dedicated an extra week to prototyping. 
Our game prototype from last week was still up for improvement and much needed core features still had to be implemented. We thus spent more time playtesting and working to include all major mechanics into the prototype. We can say that the new end result was fun to play for all of us and can now assess a clear go ahead to continue to development of the end product.

Our programmers worked on the updated prototype:

Jumping and movement

The jumping mechanic is easier now, after increasing the jumping height and decreasing the platform heights. The level design should also help guide the current player more in the current built (for example the curve at the end of the platform). Here it can also be seen that the second, inactive character follows the player.

Ranged enemies

The ranged enemies can be killed with the knight (melee attack). We had a bug, where the crossbow blocked the player, so he couldn't reach the enemy to hit him. This got solved by removing the collision on the crossbow.

Shielded enemies

To kill shielded enemies, you have to first destroy their shields with the mage's ranged attacks. After their shield is gone (color change) they can take damage from the knight.

The artists tested out the parallax effect, trying to mix 2d and 3d inside the design of the game. 

Parallax effect front view

The parallax effect as seen from the front (player perspective)

Side view

The parallax effect setup as seen from the side

And because Unity's particle system was still quite unfamiliar, our RFX-artist also created a test-particle:


Files

Equilibrium_EarlyPrototype2.rar 17 MB
Mar 08, 2021

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