Week 10/11: The Beginning of the End (In a Good Way).
Hey guys, it's Adam here from Angry Ghost Games, giving you a long awaited update on the project.
Through a combination of my own sickness and the general slowing pace of the project as the finish line enters our sight, I have decided to compile several weeks of information into this post, rather than spreading it out.
At this point, most of the largest obstacles are out of the way. The main systems have all been implemented and bug-tested, and are working as they need to.
Ryan has been working on getting two, three and four player all set up and selectable from the main menu. Previously the game was set up for up to four players, but we had no way in game to decide how many were available; instead we were simply testing with as many as were needed at the time. With this finally complete, players can now select their preferred level and number of players, meaning that the menu's are almost entirely completed.
Ryan has also set up the projectile attack so that it now fires correctly out of our character's eye. This does slightly change the arc on the projectile attack, and may require some testing. However visually, it looks a lot more appealing than just having the projectiles appear randomly. The below image shows how the projectile spawn is positioned within Bob's head.

Josh has been working on finishing up the menus in game. At this point, you can select a stage and a number of players, and all menus are almost finalized in terms of looks.
Jess has finalized the main menu background. This means that at long last, out game no longer has a "demo" from an incredibly old build as the first thing you see upon opening it. Here it is in all its glory.
Connor has managed to implement a working timer into the game. The timer counts down, ending the match by determining the player with the highest lives and health if there has not been a winner before that point. The timer will be added to the current version of the game as soon as its scripts can be implemented into our current end-of-game script.

Christina has been integrating the sound fx into the game itself, which is all finalized, however as the music has not been put in game yet, they still require balancing. She has also been working on several trailers for the game, however she is waiting for an entirely feature complete version of Magefest before she can complete it.
I have created a death animation for Bob, which was the final animation which we were missing. The animation was created with Jess's model and rig, with her other animations as reference.
Through a combination of my own sickness and the general slowing pace of the project as the finish line enters our sight, I have decided to compile several weeks of information into this post, rather than spreading it out.
At this point, most of the largest obstacles are out of the way. The main systems have all been implemented and bug-tested, and are working as they need to.
Ryan has been working on getting two, three and four player all set up and selectable from the main menu. Previously the game was set up for up to four players, but we had no way in game to decide how many were available; instead we were simply testing with as many as were needed at the time. With this finally complete, players can now select their preferred level and number of players, meaning that the menu's are almost entirely completed.
Ryan has also set up the projectile attack so that it now fires correctly out of our character's eye. This does slightly change the arc on the projectile attack, and may require some testing. However visually, it looks a lot more appealing than just having the projectiles appear randomly. The below image shows how the projectile spawn is positioned within Bob's head.

Finally, Ryan has fixed several bugs which have been plaguing us since the beginning, including an infinite-jump bug caused by some changes to the ice element recently. Players also no longer infinitely take damage from the fire effect and no longer infinitely heal from the healing effect until jumping.
Josh has been working on finishing up the menus in game. At this point, you can select a stage and a number of players, and all menus are almost finalized in terms of looks.
Jess has finalized the main menu background. This means that at long last, out game no longer has a "demo" from an incredibly old build as the first thing you see upon opening it. Here it is in all its glory.
Jess has also been continuing her work on animations, specifically the final step of getting them implemented into the game itself. However due to some issues, importing the animations has been slow going,
Connor has managed to implement a working timer into the game. The timer counts down, ending the match by determining the player with the highest lives and health if there has not been a winner before that point. The timer will be added to the current version of the game as soon as its scripts can be implemented into our current end-of-game script.

Connor has also finalized our third level, the forest. There was an issue where at certain resolutions the background did not quite reach the edge of the screen, however simply stretching the background would have made the art look worse. Connor's fix was to add a border to the edge of the screen, which looks fantastic, and helps add some depth to the level. Connor has mentioned on several occasions being proudest of this level, and I think that from the image below, it's clear why.
Christina has been integrating the sound fx into the game itself, which is all finalized, however as the music has not been put in game yet, they still require balancing. She has also been working on several trailers for the game, however she is waiting for an entirely feature complete version of Magefest before she can complete it.
I have created a death animation for Bob, which was the final animation which we were missing. The animation was created with Jess's model and rig, with her other animations as reference.
In addition, I have written up a series of questions which we will be handing out the next time the game is play-tested. Hopefully we should be able to use said questions to figure out what would be most important to work on next, as our list of ideas is growing shorter.
All in all, there is very little left to do at this point in terms of additions to the game. With only animations and music needing to be added before the game can be considered feature complete.
Thanks for reading guys, next week I'll be providing an overview of the entire feature complete game, so look forward to it.


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