Devlog 9: Polish sprint


Welcome to Gobo Rampage's ninth devlog!

This week we have been working on refining and polishing a couple of game features.

Villager function visualization
To show the difference between villagers and show their functions in the town, we've visualized them with different outfits and props. Their attire and its colors indicate what prank item matches with them for an epic prank bonus. 

  • Basic villager (Standard look) -> Potion of Poison
  • Merchant (money bag in hand and backpack) -> Scorpion
  • Tailor (measure ribbon and glasses) -> Scissors
  • Fruit vendor (empty basket in hand and farmer hat) -> Smelly Durian
  • Wizard (wizard hat and staff in hand) -> Fireworks
  • Blacksmith (Chain and hammer in hand) -> Water Jug

Guard additions
The guard now rotates towards the player and waits for a few seconds before chasing. This was done to make room for an animation and particle when the guard spots the player.
Implementing this led to some issues with the vision circle where it would rotate with the guard and this resulted in weird scaling.
We managed to fix it and made it so the goblin rotates towards the guard when he gets grabbed. The animations now looks better with the guard actually hitting the goblin. 

Particles
Four new particles were created to give more player feedback for when an event is triggered.

  • Guard alert marker: When the player is spotted, an alert particle will appear above the guards' head.
  • "Spam space" marker: When grabbed by a guard a particle will appear notifying the player to press space.
  • Further developed the prank item spawn material to rotate, giving it extra visibility.

         

  • Villager spawn particle: When a villager spawns, a cloud of smoke will appear.
  • Different epic/normal prank particles: Shows the player when you pulled off a normal prank or an epic prank.


HUD
We finished placing all of the UI elements.
A font was added to the game too, but more polishing is needed to make it fully fit with everything.

We have also implemented player feedback and some animations to the UI. 
When you pick up a new prank item, instead of just appearing in your UI, it now falls into the UI, which was achieved by scaling the object down over time.
The multiplier grows & shrinks when reaching a new multiplier by keeping track of it with a bool and some floats.

Screen Shake
Our first thought was that this was going to be difficult to achieve but this turned out to be easy.
By using the built in Unreal screenshake system this was an easy job, all we had to do was plug it in at the right location and adjust values.

Next week we'll be adding some last gameplay changes, sound and music. 
We found some interesting sound samples and informed ourselves on ways to add these to our game.

See you next week with our last devlog!

Files

GoboRampage_Build10.1.zip 115 MB
May 05, 2021

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