Devlog - Scene One update


Notes from SG: Today I just did some basic playtesting and improved some lightweight stuff on scene 1: Lights are now glowing over the tutorial sprites. Also, I improved the layout to make it a bit more fun to play. Spread out some of the rocks to give the player more room. William worked on the Death sprite for the new V2 Fish. He'll dod the shading next week and try to work on more sprites that are in the list. Want to get more done so we can focus soon on the bar scene and incoporate the new Scoreboard stuff that Jac is working on.

Features:

  • Bar Scene v2 - Background. Merlot. And animations for head movement.
  • New Fish Sprites - Dead sprites for Fish Enemy 2
  • Adding new Fish Enemy for Scene 1_1 (renamed from old 3.2) 
  • Scene 2 Setup. Basic Layout
  •  Draw Tutorial Sprites
  • Achievement scoreboard between scenes - Art
  • Acheivement scoreboard support scripts (JAC WIP)
  •  Move death FX (blood) to offset Y and X on death of enemy
  • Modify Narration manager to allow sprite based narration
  • Redesign UI canvas to allow different Scene setup in game
  • Mouse aiming and joystick at the same time
  •  Enemy gun needs to disappear when enemy is in death state
  • Glory kill ability

Bugs and perceived functional gaps:

  1. FishWithAGunv1 - AI logic has duplicate Transition for Shooting: Remove second.
  2. Stop high jumping when Player hits end of one way platform
  3. Push pull sound needs to work better

Done and or being tested:

  • New Idle animation for Fish 2
  • Updated Unity to 2.11f1 release
  • Adjust Ground Colider to cover area under map  (done Nov 15)
  • Improve Layout for tutorial scene 1
  • Save scene 1_1 from 1_0 and prep for layout design
  •  Weird Bug with UIPanel in Narration Manager (happens when chaging scenes)
  • New Enemy sprites (in progress)
  • Tutorial Sprites list for controller  
  • Fish enemy 1 lighting and renderer need to be updated like other fish
  • Gun must always stay right way up when revolving
  • Enabled jumping from the left trigger
  • Enabled shooting from right trigger
  • Weapon choice using X button

Notes:

Jac to redesign how we do the narration manager across scenes.

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