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  • Writer's picturejgettig

Alpha Devlog

TLDR

We implemented the following project features this week:

Gameplay Loop (Howard)

- Began expanding core gameplay loop into more than just one level


Shop (Alan)

- Implemented basic shop mockup


Effects (Alan)

- Added basic sound effects


Player (Sam)

- Created detection and reset zones for attacks

- Implemented recognition for hooks vs uppercuts


Player/Punch (Jacob)

- Fully implemented punch and squat calibration

- Made UI slightly more user friendly

 

Gameplay Changes

 

Expanding Effects

AKA more visuals and sounds

This week we continued to iterate on visuals as well as adding a soundscape. Gone is the (unfortunately) copyrighted Shrek enemy, who has now been replaced with a much more menacing orc enemy. We also added varied projectile models this sprint and some basic sound effects, which we will likely expand on later.


 

Longer Levels

AKA longer levels

Did you spot the difference in the picture above? That's right, there are now two enemies to fight in our demonstration level. Players must first defeat the blue eyed orc in the foreground before they can move on to fight the second enemy in the background. As we polish up the gamer in the next week, this gameplay loop will be expanded more.

 

Attack Detection

Another important task this sprint was continuing with varied punch detection. Sam and Jacob worked this week on detecting different styles of punch based on the player glove's position and velocity. This was integrated into the systems described last week which make general punch detection more smooth, as well as Jacob's calibration system to allow the game to detect punches by players with varying arm lengths.

 

Prototype Shop Interface

The most important task we began this week was creating the humble beginnings of an in-game storefront. In the store, the player can purchase different glove skins for their character. This will be one of the key aspects to the game's monetization scheme, so we plan to expand it to include other purchasable options such as new levels or enemy models.


 

What's Up Next?

Next sprint will be the last in the project, and we plan to implement the following before the final showcase:

  • More expanded level progression

  • An expanded shop interface

  • Post-level fitness statistics

  • Better in-game guidance

  • A flashier menu and shop environment

Stay tuned for next week's final devlog and the project showcase on Monday, April 17

 

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