Production, first week


What we've learned from our prototyping sessions we applied to our production. What went right we integrated into our game and what didn't go so well we dropped. For example, the ball navigation and ball launching worked just fine so we intergrated it into our game, but we also tried using a grid as a ground to spawn objects from, but that didn't go so well, so now we will just spawn objects from a random location, not grid-based. The object-spawning will be implemented next week.

For the player movement it mostly stayed the same, we just changed the speed a little and now he rotates to  where he is walking as well.

for now, when the player dies, he has to wait until there is one player left standing. He can die from the ball touching him. The ball follows his exact movement and when the player dodges, he can launch the ball to try to kill the other players or just save himself from the ball touching him.


Ball gets new nodes to follow after the player has launched it, the ball would behave weirldy after it was launched. We updated that and now it's a lot more playable.

The game has a countdown where players can move around giving them an oppertunity to get familiar with their character and movement.

There is a cooldown on dodging now - so players can't mash the dodge button.

When there is 1 player left, the winner is displayed in the center of the screen. Aafter that, the game is reset.

It was hard for players to tell who was who and which ball was chasing who, so everything is colored for now.

Players can now control where they launch the ball, previously the ball would launch over them but now it will launch in the direction the player is facing while dodging.

Files

Group30_PursueBall_DevBuild1.zip 17 MB
Mar 12, 2020

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