Devlog 6


Code implementations

New additions

  • Player leveling system
  • Main menu, paused menu
  • Enemy banners

Player leveling system

The player receives one of the following possible upgrades each wave: damage, cooldown reduction, trap duration, max health and health regen. To give the player some customization options for his abilities he can choose on which ability he puts the damage boost and the cooldown reduction.

Some other possibilities for extra upgrades that might be added in the future:

  • pierce amount for bullets (currently the ranged attack hits 2 targets max could be interesting if this increases)
  • a slow effect on an ability
  • life steal  

Main menu, Paused menu

We made a main and paused menu, we added an indicator to the left that shows what button is currently selected. You can navigate the menu using the Up- and Down arrow keys and pressing a button using Right Shift. 

The paused menu displays the current score

startscreen

startscreen

We wanted to add rooms to the game and decided on doing this through banners, with every wave there's a chance that a unit will spawn with a banner on his back. Once he reaches the middle of a room he will start to plant the banner after which all units in his lane spawn there. Banners can be destroyed with attacks after which the spawnpoint will move back to its initial location.


Art

All Weapons & Slightly Updated Paladin

All the Weapons are now modeled and in-game. The latest being the Shield & Sword. The Paladin got a little update: Different shades of grey to get some variation in his armor. 


Particle Effects

A Hit/Impact Particle has been created. 

 There is a block out version of the particles on the spider created.

User Interface

Sprites for in game UI have been made, and sprites 

for buttons in a pause screen or select screen.

Main menu, paused menu

We added a main menu with a little indicator to the left that shows what button is currently selected. You can navigate the menu using the Up- and Down arrow keys and pressing a button using Right Shift.

Game Logo! 

With finally coming up for a name of the game, ofcourse, includes a logo! 
Here you can see the design process. 







Character animations

We started working on the animations for the main character, but before that the rigging and skinning. To do this we used mixamo, but since the character has some weird features (large abdomen, three joint leg and no hands or feet). We had to do a lot of adjustments to mixamo's autorig. After fixing the skinning issues and tweaking the rig slightly we re-imported the fixed rig to mixamo and started to look for fitting animations.

Here are some of the animations:

Running
idle
melee

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