Devlog 4: Production started
Hello friends reading this Devlog once again, it is time for another update and this time its a big one, production officially started, which means HauntedHavoc.inc is in full swing, developing with no sight of slowing down. Let us show you some of the things we did this week.
Art
necromancer model
our boys at the art department have been hard at work with a plethora of things. The first thing we're showing of today is this amazing necromancer design. Truly a spooky dude indeed, he will serve as our lovable (but fierce) player character.
Map
Another project our artist undertook this week was designing a new blockout more well suited for production that reflects our end product map more, and boy can I say, it looks stunning (or at least as stunning as a blockout can look).
A quick hand for our art department, they truly delivered some immaculate work this week, now lets move on to
coding
flow state
Our fellas from the coding department implemented the full flow state of the game, now you might be wondering, what exactly is the game flow state, first of all, you're going to have to ask nicely if you want that kind of information, secondly:
bet you didn't see this coming huh, a full diagram of the flow of our game, fully explaining how exactly the game loop goes. Now now dear reader I hear you saying, "well you said you implemented it didn't you, so why do you show me this diagram and not just the actual implemented game loop" and to that i say........uhm.......good point, here's a video of the full game loop.
truly immaculate stuff
the already implemented features of Haunted Havoc
During the first week of production our programmers really focused on laying the ground works of our game, they built the foundation on which greatness will be built. In this segment I will quickly go over the features that they already implemented in the current game:
-Team select: the players are able to choose and be assigned to a team.
-Moving mechanics: the player is able to move around the level freely.
-Shooting mechanics: the player can aim and shoot a ghost, granted we are experiencing some issues with the physics of the ghost projectile but i have no doubt that by the end of this sprint those will be fully resolved.
This is of course only the beginning, but a really solid one at that, the programmers of our team are the driving force behind Haunted Havoc and they have lived up to that expectation time and time again, now lets move on to
Sound
shooting SFX
That's right the first sound effects for our game are finally here, naturally the perfect place to start is the sound effect that plays whenever a player shoots a ghost
our sound lead isn't fully happy with the sound itself, so it might be subject to change. The sound team will see if they have time to do so.
implementation at last
The first sound has also been implemented in our game, whenever the player shoots a ghost one of the four random sound effect clips will play, they are also pitch automated which means every time the sound plays, it plays at a different pitch. Humble beginnings but a sign of the amazing audio features to come.
what's next
next week will be the second week of production and well, the skies the limit to what we might end up achieving. more art assets will be made, more gameplay mechanics will be implemented and more sounds will be made and implemented.
Anyhoos, nice talking to you again, people following along with this devlog and
SEEYAAAA NEXT WEEEEEK
Files
Get [Group02]Haunted Havoc
[Group02]Haunted Havoc
Status | Released |
Authors | xProMusje, Jelle Rubbens, SimonHuysentruyt, OdinB |
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