Semester 1: Week 11


This week's development for the game continued as we prepared for the vertical slice and another playtest within a week. We developed a more cohesive story and created concept art for the player character, Duane. Two more art pieces were made to be added as billboards in the game, again acting as counterparts to each other with the contrasting “Descend” and “Transcend” taglines.

Ragdoll physics was developed for the melee enemies making them very satisfying to shoot and kill. An extra damage point was added to the bottom of the enemy, incentivizing precision shooting. Wall running and other mechanics were tweaked to ensure they felt smooth and more responsive.  

We also came to realise that it would be more beneficial to the project as a whole if we were to update our Unity rendering pipeline to better suit the visual and artistic style of the game. This change also had the added bonus of having us update and improve the scene hierarchies, the code efficiency, and to slim down the project by removing any elements which were no longer required.

Character profiles were made for our two main characters. We found these greatly beneficial in making sure we all had the same vision for who the characters were in regard to the game and how they would act throughout. These profiles will be used as a reference for when we are making the story of the game in the future. Art of our main character was also made for our Twitter ( https://twitter.com/NeonDemonGame ) in order to promote our game.



Tasks Complete: 

  • Enemy Ragdoll Physics 
  • Game story beats Finalised
  • Player runs automatically on walls 
  • Belial spine physics 
  • New character profiles 
  • New billboards for in game 
  • Unity render pipeline updated 
  • Duane Concept 



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