Devlog 8: The end is in sight!




Devlog 8: The end is in sight!

Recap

We have been working on this project for about 4-5 months now. And we are entering the last week of production. It is because of that that I decided to look back on the progress we have made so far, and how our ideas and vision changed over time. I made a small slideshow showing off the evolution of the main level and it's design. I'll also update this for upcoming devlogs if We make more significant changes. 



The witch and snail have also gone trough some big changes over time, take a look!


User Interface

After last week's work on the HUD, it was time to give the rest of the UI some love as well. We have designed several menus and screens to explain how the game works, how to use the controls and so on. We have also started work on different Unreal Engine levels that we can decorate a bit more for the backgrounds during the main menu and end screen.


Programming Stuff

It was cool having all those different ingredients and potions, but what the hell do they do and what did I put in my cauldron again?? For all you confused players, we got ya. We made it able for everyone to see what you put in the cauldron. So now when you add a frog in it, a frog will show up in a colum next to the cauldron. So know you can easily make your potion (or watch your opponent making his, good change to steal/sabotage it).

This is a great moment to add new potions right!

-Enter the teleport potion.
When you get far behind, just make this potion and throw it to any snail. They will switch position on hit.

-Spawn rock potion.
Throw this in front off your opponent snail, a big rock will appear preventing him to make any progress.
Don’t worry, there is a potion to destroy this rock.

The scaling issues are now fixed as well, so now all potion recipes are visible at the same time

What was also frustrating in our last build, was that the created potions flew to hard/ to far, straight in the river, laughing at you when being permanently out off your reach. So we drastically lowered the force behind it. Ingredient and potions are also destroyed the moment they fall in the river now, so no reason to commit suicide trying to grab one from in there. We also worked on collision while dashing, and tweaked the dash itself so he wont fly off the bridge anymore.

For next week we will add menus, making sure you can restart, pause and quit your game.

Files

Devlog08_Development_Unreal.zip 408 MB
May 08, 2024

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