Used to Monday updates yet?! You better be, ’cause here’s another!
For Vilya, this week started off with the return to Pillar Mountains (one of the first areas of the game). We decided that we wanted the mountains to look a little different from the ground levels, so she made new trees (birches!) and huge rocks to fill out the open areas (just like the bushes from the previous post do on the ground level).
Here is a screen of the result:
After this it was time to return to one of our (least) favorite subjects: Menu systems! Because it’s almost time for the first people to try the game out, we thought cleaning up and actually creating a main menu would be a good idea.
This is what it looks like at the moment:
The clouds pass by in the background, and in the future (when Fred has some space in his schedule) we plan on adding birds flying by as well. As for now, only the main screen and character select sections are in place, so our work on this continues this week with character creation, multiplayer hosting and the like!
Freds major task this week has been working out sprites and animations for our multiplayer death/resurrect system. The main focus was on this little ghost fellow, which is what you turn into if you die during a co-op session.
Once you die you can move around freely and while you can’t engage in combat, you can use some sweet ghost exclusive emotes and flavour animations to cheer on your surviving pals! It’s up to them to resurrect you, which can be somewhat hectic if you’re in the middle of an epic boss fight. If all players die and turns into ghosts, it’s game over and you will have to restart from the latest check point!
On a closing note, we’ve submitted the game to the Swedish Game Awards, which is a nation wide student competition here in Sweden. Wish us luck!
Next Week: Menus, menus, skills and more menus!
Will the ghosts be different colours or something to indicate which player they are?
Good luck in the Game Awards!