Devlog 7: Promising endpoint


Here we are once more, one easter holiday later!
While many take vacations, we've been rather busy getting our game up to par.

Blocks have been shifted, mechanics added, environments added! Lets have a quick rundown, shall we?

Programmers:

  • Tons of debugging, code optimizations and adding backend functionality for smoothening up the game
  • Fixed menus to work properly, changing volume possible


  • Added SFX and BGM to the game, more to come
  • Since the beginning there were some issues creating a decent climbing experience with mostly single towers forming, this has been balanced by adding biased randomness and several mechanics!
  • Rows of blocks can spawn as obstacle and reset the playing field! Don't worry, they don't spawn unregulated


  • Particle effects were added to enhance player experience, the character has particles when jumping, firing, dying, landing etc.
  • Explosive blocks have been reworked and work more appropriate now but still need some more debugging
  • An all destroying laser has been integrated, when firing it destroys all in its path!
  • Blocks within the shape can rotate on spawn to add varying looking shapes
  • Optimizations to progression were added, when the player is too distanced from the lava it will come closer.
    Don't fear, a layer of blocks is spawned right above so that the player doesn't inexplicably fall into lava.


  • Blocks now stay forever (200 seconds) but get destroyed by the all consuming lava!
  • Portal blocks are here, a one way portal upwards that can be an obstacle or a shortcut!


  • The added environments have an extra layer of depth to them by an added parallax effect
  • Parenting of player - blocks is now smoother, no more stuttering!
  • A camera shake when the player dies has been added and feels satisfying


Artists:

  • Created Character Rig and Animations for Idle Standing, Walking and Jumping

  • Created lower resolution blocks for the Tetris shape based on feedback (Original 24 voxels | 16 voxels | 10 voxels)


  • Updated Styx blocks accordingly to match Hell blocks
  • Fixed transparency on all meshes in-engine since that was not yet working
  • Fixed emissive colors on all Styx meshes (Hell is yet to follow)
  • Example of mesh/material updates solving transparency issues, emissive issues,...

  • Tweaked material colors to a new, unified palette, for all remaining meshes so they can be integrated in other environments as well.
  • Fixed material issues coming with the unified palette switch (Check out our previous devlog for more info).
  • Created the Hell Environment for our game.



  • Created the Cave / Styx Environment for our game.


Files

Group20_AscensionSquared_20-04-21.rar 32 MB
Apr 20, 2021

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