Devblog 3 - Development week 1


Howdy everyone!

Great news. We got greenlit to do continue on the project we been prototyping for for 2 weeks. Marathon Mayhem is actually happening. In our final prototype we unfortunately did not manage to include a couple core mechanics which was bit of a pitty , but we are working hard to certainly have them for next weeks development build.


This week we'll be working on implementing the mechanics we had in our prototype , but with cleaner code that actually conforms to chosen naming conventions. Also will we slowly fill the level with art and bring our hamsters to life.

This week went pretty smooth for the most part. We managed to rewrite our complete camera behaviour, player movement and pickup system.  We had a couple of problems implementing the player dying if he goes out of screen as we tried converting world positions to screenspace but it kept giving us wrong values or only worked for 1 player. This problem however has been resolved, so we can continue on things like returning as a ghost to much annoyance of the remaining living players ;) . 

Currently in progress is also 1 of the first hazards that is gonna be in the game: Rolling boulders that spawn randomly and will knockback players. We managed to complete the spawning and triggering of the boulders and added some base physics to them. Next is to make them knockback the player.



I also placed all the deadly zones in our level so the player would actually die when they fall into a cliff :P .

It was not the most exciting week progress wise to show as we had to reimplement alot things from scratch, but by next week we will definitely show more of the boulder hazard in the actual level, our very first pickup( a surprise for now) and ART!

Cya next time.

Get [Group17] Furball Fury

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