New Weapons, Luigi
Besides bugfixing, I’ve been implementing two new weapons!
Megalodon M107

Unnamed Electric Gun

I’ve stopped working on the Laser Beam gun I was working on last week as we’ve decided not to include it in the initial demo so far, but part of it (except for the bullet type itself) is pretty much the same as the Electric Gun I’ve been working on.
Enemy behaviours, Alberto
Until last week my priority was to make a dungeon algorithm as I explained in the last devlogs. Now that I have finished it, I have focused on fixing most of the enemy behaviours that didn’t work as they should. Fixes were mostly related with AI and navmeshes, and some balance. There’s still lots of balance changes to make, but we’ll get back to them when we have most of the weapons working.

Next week I’ll be working on figuring out some kind of algorithm for making the sorting layers work well with enemies, players, objects…
I’ll also have to spend some time testing “unity + git”, that painful combination that most developers avoid, and now even Unity is trying to fix this problem by implementing a new service called Collaborate. Let’s see how it goes ;)
New Particles, Julio
This week, continuing with last week’s work, I’ve been creating new particles. Mainly I’ve made ambient particles for the cave (fog, water drops, fireflies, tiny worms, that kind of stuff you find in a dark cave…) and finished 2 more weapon effects (laser and sniper rifle).
Also the room doors did not fit in the map as they should, so I had to do some rework on them.

New weapons, Dani
This time I kept designing the fungi world, in order to finish it and get the final touches for props, decals and tiles.
Another important task was to give live to the world with details like worms, drops of water, bubbles…
And of course, I kept working on new weapons.

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