Alpha Devlog
- jgettig
- Apr 10, 2023
- 2 min read
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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