Devlog 6: Second production sprint


Welcome to Gobo Rampage's sixth devlog!

Prank Items
Currently we've modeled, unwrapped and textured 3 prank items to test out the different types of pranks that can be done on a villager. Some prank items are linked to their very own villager type. If an item is matched with their linked villager, the player will do an epic prank. This earns them 200 score points, double the usual amount.

Characters 
The character models have been textured but the colors are subject to change. Whilst still having their own color code to make out different characters on the map the colors feel too bright. 



Water shader and rocks
We further developed the water shader to make it look more like a stream instead of standing still. Rocks have been modelled to be placed around the edges of the village, with a red-ish color typical to a desert scene.

Buildings
The most important step towards making the map come alive were the buildings. This is something we tackled this week. The buildings were made with modularity in mind. Because of this we started with a few basic buildings that could work as stand alone houses, and a couple of additions: ledges and stairs, domes and swirlies; things to add on top of the base building to make more interesting shapes. For texturing we once used trim texturing. This combined with excessive use of instances made it possible to visualize results in no time.

Putting everything together
With all vegetation and most buildings made, we've done our first effort of testing out the modularity of our assets. It's starting to come along nicely.

Pranking
Since we wanted to change the way our inventory stored and interacted with the pranking system, we had to change it quite a bit. Instead of storing an int value we changed it to the actual prank item itself that got stored. In our prank item we also had to store the villager type a epic prank would work on, for this we had to learn how UENUM properly worked. We also added some simple versions of the things on our UI, for these we had to decide what filetype our images were. Then we also figured some glitches out that caused us to be able to use our prank items when were actually not near a villager.

Epic pranks
The epic prank is a mechanic where the villager goes into his house after he got pranked. It gets triggered after a specific type of villager gets pranked with a matching prank item. The player also gets extra score for performing epic pranks. 

Guards
We also implemented the guard. The guard checks if a player is in his surrounding radius and starts chasing him if he is. The guard then grabs the player, making him unable to move. The player has to spam spacebar in order to escape the guards grab. When the player escapes the guard returns to his original position. The next thing to implement on the guard is that he notifies the adventurers that are nearby.

See you next week with another devlog!

Files

WindowsNoEditor.zip 142 MB
Mar 24, 2021

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