We're out of puns!
Progress so far🚀
This week, we've officially moved beyond our prototype phase! Not only have we successfully implemented all the features from our initial prototype, but we've also added even more polish and depth to the game. From engaging visuals to dynamic player feedback, WohoBeat is truly coming to life. Each department has made incredible strides, and we’re excited to share our progress with you!
Audio🎶
This week for audio it was all about laying a foundation. Our sound guy added placeholder sound effects for the entire game to test if everything is responsive and so we already have an idea of what the game will sound like. Besides that, he focused on crafting the music the full track is now 6 minutes long! It’s a first pass, but it already captures the atmosphere we're going for. If you have a moment to listen, we’d love to hear what you think.
Art 🎨🖌️
As for the art department, we have been intensively working to bring characters and the environment to life. The blockout parts of the cave have been fully replaced by rock meshes, and now the scene is lit up by menacing purple and green lights! Our tech artist Kwinten has been working all week making and animating 3D tentacles that spring from the abyss. These four limbs will soon be able to smack the players if they fail to dodge an attack from the boss. But that's not all; 3D notes have been made and implemented into the game, and various special effects are being developed for them.
Artists Missy and Ieva have made the full rough set of animations for each character: idle, attacks, death, victory, and dodge; all that is left is to clean them up. Please meet our band:
Merceline, a grumpy goth girl who rocks the keytar;
Vel, a fancy wannabe popstar;
Zori, a gentle giant playing the drums;
and in front of the saxophone is... Larry. He is just Larry.
Even though we promised a fully animated boss, we had to put our priorities to the player characters first. George's idle animation is still being cooked.
Programming🖥️
For this week the programming department got really into it. We managed to get most of the groundworks for this sprint completed. This means that as of this week we have almost all game systems integrated into the game. Chaos returns as 4 player input is back and running. We have the note popping system and boss damaging system back into operation. And to top it off we added a bunch of flashy effects to these systems. As for new features our hold notes are functional and now all notes are graded. Although they dont have pretty visuals or flashy indications, there is also a known bug where they seem to be mysteriously distributed throughout different lanes or dissapear by themselves, clearly the work of a incomprehensible horror (the unreal engine framework). Thats all from us for this week but at the rate we are going we are still set to accomplish all our sprint 1 goals! But before we go a small demonstration of gameplay:
What’s Next?🎯
We are practically wrapping up our sprint 1. Next things next we will try to finish up all our tasks for it. Next week as scheduled we will post a blog but it might or might not have content. We will receive more accurate guidance of whats expected to of us since there is a Game Jam in our school next week and then its the easters holiday. Regardless check in, in a week who knows maybe we will have a bunch of cool stuff to show.
Get [Group 1]Beats from the Deep
[Group 1]Beats from the Deep
Status | Prototype |
Authors | matthiaspeene, M_Cooper, GonAGui, BoukeWeel, KwintenH, ieva_sucila |
Genre | Rhythm, Action |
Tags | Boss battle, Co-op, couch-co-op, No AI |
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