So, this is it, the final, really final, final final post. There’s nothing more left to do, everyone has worked to get to this point. The point where we can safely say that we have delivered a game that looks like a game. We started from scratch and managed to build something that is truly ours. While our path towards this was everything but straight, the things we had to discard ultimately learned us a few lessons.

Today, we can present a performant Unity WebGL build (that, on its own, is already an achievement) everyone can test, with controller or without. Controls and overall feel have greatly improved over the last few days, as has consistency and level design.

We can be proud in a way because we have done everything we wanted and even more. Along with the actual production of the game also comes the post-production or what happens after the game. We made a promotional trailer and informative artwork along with it. That makes presenting our project so much more fun.

Thanks to everyone for following this project! And don’t forget to play:

here.

Sincerely,

Team 17

Final Update

Levels + Fixes

I worked on my 2 levels. I made a new level and adjusted my previous level to make it playable.

Casspture.JPG

I readded the Flickering effect that occurs when you get damaged.

A new screen overlay for ink has also been made.

Finals Update: Part 1

As the deadline nears and actual work gets sparser, we try to add some new things here and there while primarily focusing on bug fixing, finalizing art and level design. Right now, the game is in a great state, with very little more to happen to the core mechanics (content-wise, we can’t get much further).

colors1
These past weeks have been hard on most of us due to the lack of time, time that might as well be spent on another course. However, we still managed to squeeze out 3 new levels, some basic things like the trees’ colors, optimizations here and there and better sound effects. Along with that an options menu to control the sound levels and a new map visual for the level selection.

You can find the latest near-final build here.

  • Team 17

A new level

In the last weeks, I’ve been working on a new level, refining the previous one and ironing out some bugs. Along with that I’ve made a script that changes the trees’ colors based on your progress in the game. Near the end the winter nears.

They also vary in between their own little forests. While not really visible all the time, lighting reveals their colors.

  • Yoni Van Gucht

Cue sound

This last two weeks i have spend on 2 things.

  • my 2 levels
  • sounds

I tried to make my two levels more interesting and playable. still not fully sure about my second level ‘speedy’, I like the concept but it needs to be a bit more interesting.

The second thing is sound mixing, never done it before. And I’m conflicted about the process. Nobody likes listening to the same sounds on loop. but i hope the sound i a lot better then the original temp sounds are in that.

Meet the Grim Reaper!

The Grim reaper they call him, reaper of souls and carrying them back to the underworld. Help him face the river Styx and deliver the souls to the gates of hell.

The reaper still needs some work and will be implemented in the game shortly.

Grim_Reaper

 

 

Enhancing playability

This week I’ve been primarily focused on reworking the tutorials in a more coherent experience. They are short paths that can easily be finished by any new player but offer some of the necessary knowhow for our game. It’s not an easy game and requires a couple of retries but in the end every level can definitely be finished with some exercise. Even without getting hit a single time.

Team17_Proto1_045

Torches are now in the game, they guide the player in a certain direction and are meant to replace the fireflies as a warning. My level has been dressed with them and they do matter a lot (even for me who designed it). I’ve worked on some particle effects as well, both enhancing the performance wise and making them nicer to look at. In front of the boat there are some very small fog particles which enhance the eerie feeling of the game.

  •  Yoni Van Gucht