Devlog 7: Back at it




Devlog : Sprint 2 Back at it!

Potions & ingredients

it's finally time to replace all of the placeholder models that we have been using for weeks. We have finally made all of the different ingredients and potions and have implemented them in game! Take a look!


New Lighting!

The lighting of the entire scene has also been reworked this week, this was a big change and really made the game feel more alive. We have also added some fog, wind and other ambient particles around the scene, these are really subtle but make the environment feel so much more dynamic.


Particles!

We have also added a ton of new particles to the game that help tie things together. These particles include, confetti when reaching the finish line. Some splashing when you throw items in the cauldron. And finally some dust being kicked up when running around.


Heads up display!

We have also finally added the HUD while playing the game, but I'll let the developers touch on that more. Take a look at the final result!


Programming Stuff

Lets start with a brand new UI addition.

Presenting our HUD for brewable recipes. It will spawn a new UI element containing the type of potion: hostile, normal or special, the potion itself and the ingredients required to brew that potion. You can admire it in this beautiful gif below

The way it works is simple the cookbook is like, heey I added this recipe. And the UI is listening quietly and activates when he does this. Pretty neat right.

Everything gets feedback. What all games need to make it feel interacting is player feedback, eg when you hit each other you want hear the clash, see the dust exploding and have your characters fall back in pain. So this week we added sound and vfx to most actions/events in the game. We still didn’t had a correct sound or the vfx for the job, so we filled some with default unreal assets (even this temporary assets make it feel more alive).

An indicator! When you make a potion, it can be made to influence a specific snail or cauldron. But when you just start playing the game, you don’t know what needs what. As a solution to this problem, we made an indicator. When the red witch made a potion that will buf his snail, the moment he picks up that potion a red glow will appear on his snail. Or when the blue player makes a debuf potion, a blue light will appear on the red snail. So even if you don’t know the effect off the potion you are holding, at least you know how to use it to your advantage.

Files

Devlog07_Development_Unreal.zip 409 MB
May 02, 2024

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