Devlog #2: Map Updates and New Enemies


Development so far...

This week we focused on many elements of True Blue that needed addressing. Mainly the Combat, the Map and some enemy concepts for more variety.  We also modeled some more animals for the player to face and continued work on the inventory system.  

The Combat

Cora worked to implement a gun that the player could use. There were a few issue with the code, but after attaching the code to an invisible player object in front of the player the issue was resolved. After adding a working gun they added code that deleted the bullet after traveling a certain distance to prevent a large amount of bullets clogging up the game world. Finally they got the bullets to detect when they hit an enemy and subsequently deal damage to them, code that can be reused on all enemies.

The world and map

Lani and Zen continued to work on the first area of the game, a small town based on the real life town of Marble Bar. Zen continued to make models for the town. Mainly more buildings to add more variety to the town. They also made more furniture models for the interior sections of the houses. Lani added a road that connects the town to a farmhouse located near the town and temporary lights were added to help us understand how we'd like the town to look. They then jotted down some ideas on how we would entice and inform the player on which houses they can/cannot enter.

Enemy Concepts and Models

We wanted to add more variety to the enemies that the player will fight and opted to make the Dingo enemy more story oriented so we needed more generalist enemies that the player will fight more often. Grace drew up some concepts for human npcs. They were inspired by various common Australian outfits, such as blue collar workers, farmers and eshays. Lani created some 3D models for animal based enemies, namely a kangaroo and various farm animals. Hopefully these new enemies will help flesh out our current roster of npcs and add more variety the the player experience.

The Inventory

Grace has drawn up a new layout for the inventory. The old one was based on a tetris or grid style but we have decided to move away from this concept in lieu of a simpler design that has room for item descriptions. She will continue to work on the new menu design and implement the system into the game.

We are mostly on track as of this week and will stay committed to sticking to our goals, hopefully next week we will have fully implemented the combat system and move closer to a completed town for the beginning of the game. 

Thank you for following our development, stay tuned for more updates and progress.   

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