Devlog6: Production Sprint 2, Week 1
Welcome back
This week is now our first week of the seconds production sprint. As previous week we will first announce what our dev did.
ADD
Non-Mineable scrap
We added a new type of scrap that is very large and can't be cut or being shot by the player. This will make sure the player has to go around the scrap in order to get to his/her destination.
Fast Asteroid
The fast asteroid is a boss type asteroid, when it will spawn, there will be a sound and a visual path of where it will appear. everything it hits, wil be destroyed. As long as the player is not directly hit, he/she will just lose her shield.
Upgrade station
We added our last spacestation, this will give us the options of chosing an upgrade when we hit a certain amount of points. right now it will only zoom in when it is in its radius (and zoom out when exiting) and shows the UI.
Dangerous area
Their is now a dangerous area, that does damage overtime if you are in it, but the value of the scrap in this area is doubled. Your UI will also get a green overlap.
Show pick-upable items
Previous week we noticed that we not always could see if we where locking on a cuttable scrap or on the small pick-upable. So our dev added a third UI that will only show on the small scrap when the player is close enough.
UPDATE
- Spawning of asteroids has now a random generator for its meshes
- Large scrap can also random generate its mesh
- Large scrap spawning medium scrap drop amount has been lowered.
- The direction of the dropped scrap is now the same as the direction of the stream
- Spawners have a speed multiplier for the newly formed spawn lines, to make it slower for a paralax effect
- Controller axis mapping fixed, is now analog and will not snap every 45degrees.
This was it for our dev.
For our artists.
We have also been busy this past week, here are the things we got!
Ships and stations
Wouter has finished the 3 station that will be scattered around the map
these will do different things so the player will need to move between them.
Thanks to the texturing and difference in color and shape, the stations are easily distinguishable.
Niels has started on his second iteration of the upgrades with all the models finished up and ready to be textured.
He also started with a concept model for the mines that will be added to the game.
Environment
Alex has done work on making the environment better fit the theme of the game, planets have also been overhauled to appear more round with an fresnel, moons have also been added to jupiter.
The boss asteroid has been created and will appear randomly throughout the game.
Scrap and props
Thijs has also been hard at work with a revamp of the helmet and barrels while also finishing up the escape pod.
That will be it for the devlog for this week, thanks for reading and till the next one!
Files
Get Salvage
Salvage
Status | In development |
Authors | WillemDriessen, CasierRobbe, alexdekeyser, Thijs Stoffelen, NielsCouvreur, UNIT1337 |
Genre | Survival |
More posts
- Devlog10: Our finished game!May 19, 2021
- Devlog9: Polish week 1May 03, 2021
- Devlog8: Production Sprint 2, Week 3Apr 26, 2021
- Devlog7: Production Sprint 2, Week 2Apr 19, 2021
- Devlog5 : The last week of production 1Mar 22, 2021
- Devlog3: Production 1Mar 08, 2021
- Devlog2: PrototypeMar 01, 2021
- Devlog1: Introduction&ResearchFeb 22, 2021
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