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

River path

this week i worked some more on the UI. Fixing some small glitches and settings menu. But mainly on level select, it is working now. it also shows the level id and name. The same with the best score and coins collected in the levels.

Unity_2017-05-09_23-25-45

Weekly Update: Week 10

Lots of work on the level design

Our levels have finally reached the point where they are production-ready; that means neither too hard nor too easy. More indicative pieces have been added to guide the player like torches and particles that indicate water currents.

Team17_Proto1_045

While challenging, the levels are certainly more rewarding as well. They flow more naturally too, which is always a big bonus. Now we just need more levels. We plan to finish around 12 by June.

Something else to note is that the boat now has a spotlight instead of a lantern (made more sense) so you’ll spot things farther ahead of you.

Crocodile Animation

Optimization

The welding of the plane vertices has proved to severely impact loading times. However, this week a lot of work on the script has made the loading times way shorter and it’s mostly unnoticeable when you compare it with week 8.

Character creation

While the previous name did not fit our vision over the game anymore, the character fits even less. So we’ve come up with a grim reaper like character that’ll control the boat. Along with it we’ve actually rebranded the game as “The Grim River”. Something that was pretty important since the change in theme a couple of months ago, we just never came around to it.

You can test the new build here.

  •  Team17

Weekly Update: Week 9

Working on the user interface

This week, some more work has been done to assure a consistent, yet usable interface that is production-worthy. While more work is needed, the UI has taken a nice turn from here.

2017-05-02_22-21-29

Model revamping

Many models have been revamped to fit better or just to look nicer overall. This includes all of the river parts, those look nicer and slightly more realistic now, and the squid (that was actually an octopus) was also changed up this more-so because of the animation/rigging of the model. A new addition to the river parts is a narrower part, where the river shrinks and speeds up.

Along with that, a couple of changes in the effects around the boat have been made as well.

Welding

Another seemingly minor change is the welding of the river parts (the water planes). It’s not noticeable at first but it saves a lot of headaches for the programmers as well as the artists.

WaveWelding

Before and after

You can test the build here.

  • Team17