End of Production
Greetings, ye Knights, Maidens and Lieges!
And welcome back to yet another Devlog!
We've been really busy this past week, since it was the last week of production and we can't add any more mechanics.
A lot of players have tested our game too, and we've been applying that feedback as well.
Our main menu has been updated, so it's not just an empty level with some coloured boxes in it:
As mentioned before, we applied a lot of the feedback into our game.
To make a quick summary of some of it:
- changed movement speed
- Some weapon scaling
- Fixed camera FOV
- Making players visible behind objects
- Respawn invincibility
We also finally have audio!
This will definitely make the game a bit more immersive and will make it feel like you're in an actual battle.
We spent quite some time on it, but it is not entirely on point. So forgive us, since sound is not something we learn in depth in our curriculum.
Last week we also teased that we would have a big update... We implemented different game rounds!
We spent quite some time thinking about a good implementation and found one that allows for us to easily make new game rounds.
The current game rounds present are: double damage, more dragons, default settings and weapon exclusive rounds.
Our weapons also got some well needed texture updates!
They're also more visible on the floor, as they now have a bright blue outline.
Our programmer Renzo did many things, one exciting thing is punching!
(What you will also see in this gif is the blood VFX, made by our artist Alex)
Now you can lunge and punch your opponents if you have no weapon equipped, it deals little to no damage but it’s main use is the knockback.
We don’t recommend punching over grabbing a weapon but sometimes it is better to die fighting!
Our fire also got a massive update!
Talking about dragons, we added some sort of sudden death. Whenever 1 player is fully dead, the dragons will fly more frequently over the playing arena resulting in players getting damaged and getting them killed more quickly.
And as a last thing, we've added a a walking animation, so now it doesn't look like the players are floating anymore.
FIGHT ON!!!
Stay tuned for next week! (The polish stage)
Files
Get Medieval Madness
Medieval Madness
Ragdoll based party arena fighter. Swing around and find out!
Status | Released |
Authors | Wardergrip, JensBr, Alex Sterneckert, gaetanschepens, SM!LER |
Genre | Fighting |
Tags | Local multiplayer, Unity |
Languages | English |
More posts
- The final finishMay 30, 2023
- Polishing our bladesMay 23, 2023
- Dawn of the final weekMay 09, 2023
- The second sprintMay 02, 2023
- Pyromania and foliage!Apr 25, 2023
- post-Easter Devlog!Apr 18, 2023
- Heating up the steel of productionMar 28, 2023
- Did somebody say Devlog?Mar 21, 2023
- One fresh prototype COMING UPMar 14, 2023
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