Devlog08: Production 2 w3


Join screen improvements

We heard the feedback we got from playtesting sessions, and in response we streamlined the join screen a bit. you ready-up by pressing A and you can cancel your decision by pressing B. when everyone is ready, player one can press "start" to begin the game

Game over screen

The game over screen is now officially in the game, and it contains a scorescreen that displays the score of all players (as well as every player's kill's and deaths)


New and improved damage states

As one of the first particles made for this project, it was due for an urgent rework, a rework it has now gotten. Not only are the effects more noticable, they also move move more in sync with the ship.




Zooooooooom!

That's right! No more wondering whether or not you're boosting. This new particle system will make sure you (and your enemies) know how fast you're going! Also a friendly reminder to not be too distracted by the pretty lights unless the mountain wall is your desired destination.

E.X.P.L.O.S.I.O.N.S.

Yes, even more advanced explosions! They called us madmen for dreaming of such BOOMage and yet here we are! We've got sparks, smoke and even some subtle lights. Pro tip, flying into the bombs activates them early if you can't wait to see the pretty lights.

On top of that we also added a new shader for the bomb radius.
While a simple red circle has its charm, a more elaborated shader is even better! The material showing the radius the bomb will hit is now improved: it interacts with whatever intersects it, and has some movement, making it as dynamic as everything else.

IT'S ALIIIIIIIIIVV-zap

Don’t start any weird experiments today, and put away your metal, because our storm event now is filled with lightning! Only visual though, no zapping for you… Yet ≖⌣≖

Better reworked outline

We reworked the outline from scratch. We wanted it only on the players and with a different color for each one. We used a classic edge detection method, but it didn’t worked as espected: masking it on the airship caused it to only appear on the airship itself instead of outside of it. So instead, we are now using a mix of the hull extrusion technique (we stored smoothed normal on the vertex color of the model), stencils and render passes. Basically, our outline is now nicely outside of the airship, with no other lines on it and is visible when behind objects, so you won’t get lost!

Ouch!

We got some feedback during the week, and one of the things said was that it was difficult to know if your ship has been hit or not. To solve this, we added an option to the airship shader that makes it flash red, and is activated when you are hit. Pay attention now!


Lets get rrrrreeady to rrrruuuumble!

Controllers now rumble when the player takes damage!


Haunted Airship!

A new, spooky airship will be joining the fight!

Small improvements

We changed the way some particles leave the scene. Before, some particles would snap out of existence when the parent object was destroyed. But now, the particles will fade out before being destroyed
Players now spawn and respawn correctly when the game starts and after they die.

Files

CloudyCannonballs-v0.7.zip 62 MB
May 09, 2022

Get Cloudy with a Chance of Cannonballs

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