Downloadable PC build (textures are a bit stretched because it’s targeted at mobile)
To give the game a more polished and finished feel, I updated a lot of art.
Most of the elements were still a first version/placeholder. I really enjoyed painting this stuff and have learned from it as well.
For finishing the game I also made the death animation which Timothy implemented in the game as all the other animations.
The trailer that I made for our game is also online, and you can watch it right here:
This week, we implemented the latest animation. Jens animated steve falling on the ground and I implemented it in our animation hierarchy. I also created the functionality of switching textures on the fly. The code for this is simple but I had to try out a few things before I got it right. The result can be seen below, the blue texture was provided by the artists of course.
I also had to manually fix a multiplier pickup bug where the pickup was invisible, this was because the mesh was missing. Unfortunately, I had to replace every pickupspawner in the game to fix this.
The environment is coming along nicely. Over the last 2 weeks I’ve added a lot of props to the endless level components, and it’s starting to work as a whole. All of the pickups in there are functional too, and I’ve added sounds+sound events to all of them, to improve the users overall experience.
This week I continued my work on textures and meshes. After finalizing the tree texture I turned to another task. As our level supposed to be endless, we decided that it’s better to make a separate mesh and texture to fill up the borders of the running lines. This way we could save some memory and don’t use too many prefabs of trees. I made a very low poly mesh for this purpose but still with some bumpiness on the surface to give some feeling of volume and get rid of plane feeling. For the texture I reused tree textures that were already made by me and Nicolas. As the prefabs with the level parts were done, I added the side trees mesh as well. Now we have a forest atmosphere here!
The animations for Steve are still work in progress.
I had never animated in 3ds max and with the CAT rig before. So it was a little challenge to get the hang of it. After some trial and error, research on the web I was able to bring Steve alive.
The fun part about adding animations to the game is that it removes a lot of the feeling of it being a work in progress or unfinished piece. Nobody likes to watch a static character move over a plane.
The run and slide animations are currently implemented in the game. The jump wasn’t finished in time to get implemented in the latest build. But not to worry, it will be in the next one for sure.
Android Apk:: Android APK build
Android Apk With insanity:: Android APK build
Android Apk With sidetrees:: Android APK build
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Build (currently broken):