Devlog 6 End of the First Sprint


Devlog 6

General 

Last week, you may have read that one of our artists couldn’t open the project file. Well, we are very pleased to say that that problem is solved. We can start using everything the artists put so much work into. From now on, no more simple cube placeholder meshes or default unreal project levels to test everything in. We have a level that is starting to represent our end goal. The project is starting to come together and look more like a group effort, rather than everyone doing their own individual part. 

Programming 

pvp

This week’s focus was to get the core gameplay working, so that’s what we did. Up until now, players could only interact with objects. That’s not enough to make a versus brawler game, because, well, where’s the brawling? So a lot of the still required gameplay involved player versus player interaction. Now that that’s here, players can hit each other by punching or throwing objects at each other, which may stun them or fling them back. We are pleased to say that you can finally start ruining friendships by actually screwing each other over.

Power-Ups

To aid you in this unholy endeavor we have also implemented powerups. with the press of a single button (E or X on x-box) you can either gain speed to run away faster, strength  to throw larger objects or a one time use helmet so you are safe from flying objects. Dispensers for these items are coming in the future but for now they will be in limited supply so be careful so you don't break them ! ;)

Art

This week we worked on the map layout, modular wall meshes and finally finished the character model textures and rigging. The office worker is in full colour and animated! Next step would be implementing the animations into the gameplay.



Thank you all for reading and hope to see you next week!

Files

RageInTheOffice-v0.6.zip 596 MB
Apr 25, 2024

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