Devlog9: Polish week 1


The end is near! For our game that is, we are reaching the final week untill our game will be available to the public. The last two are filled in with polishing what we already have, that means new effects, sounds, and optimizing certain stuff.

Our programmer focused himeself mainly on repairing some mechanics and changing parameters. These include:

Lock-on:

The biggest obstacle of the week. We had a good working lock-on mechanic, but it failed to work properly when something was destroyed. He had to do a lot of debugging in order to know where it went wrong, because he had tested this problem in the beginning of the project.

Spawner:

The fix that was needed the most. Our programmer made it so we could change the percentage in the viewport, but after adding more types, it became unstable and messy. So he had to remade the system in order to make it work even when their would be more stuff added.

Scoreboard loading:

Previous week we added the scoreboard, but there was one problem to it, it could not read in the save file. At first it looked like everything went right, but after a few times looping through it, he found he made a mistake of initializing the variable that kept the data.

Breaking scrap:

Our scrap that spawned from the larger scrap, previously spawned on the same center. This made it look very weird when there are mulltiple medium scrap in each other. Our programmer tried to make it so there would be a random spawnpoint in a certain radius, but it became messy and didn't really work. After some research he found out there was this node that could give you a random unit vector. And ofcourse this made it a lot easier.

Some smaller stuff:

  • Removing visible lines from triggerbox' and  UI focus,
  • Scrap laser are not with 2 and are rotated
  • Toxic clouds can't spawn in each other (preventing double damage)
  • Boss astroid won't rotate anymore
  • Adding a cooldown on the pulse laser
  • Changing health and shield values to make the game more interesting

Our artist have added some final touches to the game, the make it even more visually pleasing!

Our designated realtime effects man, Wouter, has added a plethora of new effects. Due to the awesomeness of the effects, the filesize was too big for gifs, so that mean you'll have to download the game and check them out for yourself :)

Here are some screenshots though!

Mainstation idle effect:


An effect that triggers when the shield is hit


A particle for when the ship is recharging


A mine area indicator:



An effect for when an upgrade is ready


And some tweaks to already excisting effects.

Niels made some basic materials for the environment scrap, these can't be picked up so we decided to keep it simple.



There's no game without a startmenu, so Alex has made an awesome artpiece for it!


Thijs has been busy adding a ton of new sounds to the game to make it feel that much more immersive. Download the build and listen for yourself!
He also tweaked some textures such as a low value scrap sattelite



That's all for this week, we'd love to see you next week again for our final WIP log.

Bye!

Files

Salvage.rar 137 MB
Apr 26, 2021

Get Salvage

Leave a comment

Log in with itch.io to leave a comment.