Hello guys! How are you doing?
Here we are with our first devlog (at last) of our submitted game for the Dream Hack Austin Jam: Uncoordinated Space Crew. It’s a fun couch party game where you need to shoot enemies and manage your spaceship, like replacing the battery of your weapons and fixing broken parts destroyed by jealous aliens that don’t have a spaceship.
We’ve gathered some screenshots and concepts to show you how this insane past week was. Although it mostly focuses on the art aspect, we swear the code looks as cool as these images (well, we can’t promise that for the last hours code lines).
The Team:
Bruno Sanches: 3D Artist
Cassiano Reis: Illustrator
José Aurélio: Programmer
After spending the first two days on ideas related to the theme (Space), we came up with the local co-op one and made this masterpiece to illustrate the general idea:
We probably don’t need to say, but the red strokes clearly represent the weapons. We improved by adding the thrusters on it:
Our 3D artist started blocking out the ship’s visual and layout
While our programmer was having fun fixing Visual Studio issues
But later he kicked the artist’s butt by making this awesome functional spaceship:
(We’ll get into fixing the player physics later, it was pretty clever)
Our 2D artist made a layout of the ship based on the one being made on Unity, taking in consideration small corridors to make players bump into each other while rushing to fix stuff/fight back.
Remember the physics problem with the player? That’s how it was fixed:
The programmer separated the space into two parts: the internal (ship interior and overall structure) and external one (turbine and later the saw and enemies). By adding two cameras and make them render specific layers, he coded the ship to stay in place and just the parts belonging to the external space to move. Due to that, players would not receive physics from the ship movement. It even allowed to bake the light on the interior, as it became a static object.
Let’s get to some action now. Here are the concepts drawn for the weapons and the 3D version as well:
I don’t know you, but I’m already tired of seeing this green unity’s default capsule. It’s time to replace it with our big-eyed character!
To speed things up, we later used the same character, but with a different color, to make the enemy (we also put a weapon that looks like a camera so it could fire lasers).
Here is how everything looked at the end, after implementing all the mechanics and placing the UI elements. The yellow icons indicate that the weapon ran out of energy and you must take a battery (black cylinder one of the player is carrying) to replace it. The red ones are parts destroyed during the battle, which are fixed by going outside.
Wow, that was a quite long devlog! Thank you if you are still here with us reading these final lines.
We hope you are enjoying Uncoordinated Space Crew and that you are still friend with your player 2 after they left you outside the spaceship.
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