- Removed trail renderer from all parrots
- Added feathers particle effect (and feather texture, material) for each colored parrot
- Recolored the tiles on the background islands so they look different from foreground
- Made background islands use less tiles (made some tiles bigger)
- Added background island prefab
- Added WinMessageMovement.cs (should have been in last commit)
- Added star particle textures, light & dark outline versions
- Win Sequence changes
- Made Win Message size and position animate to the bottom left corner after a few seconds
- Destroyed other player objects during win sequence (win sequence = camera zoom & win message)
- Added code in PlayerManager.cs to play Winning Fanfare music during win sequence, but have not found good music to play so it's commented for now
- Small changes to background islands
- Updated aScattering 2.3 to detect OpenGL again with the "underclouds"(I commented it out and forgot to change it back)
- Changed the way size of the stache is calculated in BattleHUD.cs
- Renamed "gotStuff" bool variable to "gotPlayerList" in BattleHUD.cs
- Disabled sound on powerup get prefab (got annoying)
- Added light on stache
- Added script that changes light intensity
- Added bridge tile & materials (but they don't seem to look right)
- Added end bridge tile & materials
- Replaced grass tile model & texture (Note: texture/UV needs some adjustment and the tiles need to be repositioned)
- Added new palm tree and materials, replaced original palm tree tile
- Added new bush and materials, replaced original bush tile
- Added match startup overlay materials/objects which is displayed at the beginning of the game. (3, 2, 1, go!) It's attached to Main Camera.
- Disabled player controller inputs until "GO" but camera still moves towards them
- Commented out section in the loading screen script that re-enabled player control (the MatchStartupOverlay.cs will re-enable control now)
- Adjusted spawn positions in game manager object -- they spawn offscreen and fall all the way down
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Changes from the past two days:
![]() A few updates for today. After a player wins, instead of going right to the results screen, we wanted something to happen before that. So, we added a little text, win animation, and a camera zoom on the winning guy. Still needs a few tweaks (like disabling the HUD, and cleaner text) but it's working pretty well! Second, the background music will continue to play into new scenes if they are the same song in both scenes. So going from Title scene -> Game Setup or Results -> Game Setup no longer restarts the music track. Finally, the Golden Harpoon and Parrot powerups are now considered "rare" and only attainable by the people who really need them - i.e. the people who are losing! There were also some small changes to make better fading transitions between the battle -> result screen and the setup -> battle scenes. It should appear to be smoother going into and out of fading.
![]() We fired our last gardener.
And as a result some more interesting things were grown! We also modified the Skydome shader to allow for a noise texture (i.e. clouds) to be added to the bottom half. Now it's like we're floating high in the sky. And finally, new death effects have been added including an electrocution death. We plan on creating more effects for deaths based non how players get knocked out. ![]() We just recently completed and presented our alpha version of the game! Check it out in the Downloads section! We've made a lot of changes since the previous update, so this is going to be a pretty long post. We've implemented some new pause menu graphics along with with functions to toggle the the music, sound effects, and some new graphics as well. Other big changes include four new character models, all new animations (jumping, attacking, winning, losing, and getting damaged), a proper results screen and a new title screen. We've also completed our game manual, which can be downloaded on the Manual page of this site. ![]() We received a lot of great feedback during our presentation. We hope to implement many of your suggestions for our final build. Some suggestions included making who the 'stache bearer is more obvious during the game, reducing the time it takes to win the game, adding some objects/scenery to the background, making foreground/background objects more distinguishable, and having a more unified art style between all of our models and effects.
For a full list of additions and bug fixes since our last update, click "Read More" below! We now have a game setup screen where players can leave or join the game. Here is a screenshot of the current game setup screen with two controllers connected: Full list of updates since the previous one include:
Look forward to a lil bit of.. gardening. An environment update! ![]() Hey, are you a big fan of treasure? No? That's weird... Well you better start getting used to grabbing these because although that's not -ACTUALLY- gold.. it sure contains some deadly things that would give you a major advantage (maybe).
- Added Guillotine. (Where the textures aren't noted or match... refer back to the original 'shiptextures Wood' - Added WARNING SIGNS (3) 'Danger Sign', 'GO UP Sign', 'Shipyard Ahead Sign' (with corresponding textures) - Added 'New HeartGuage' + 'New HeartGuage (EMPTY)' (in UI folder) - Retired 'Heart-Life-22.png' -> moved to Inactive Folder - New size for the heart - Added 'Stache Guage (NEAR WIN)' for 'flashing' bar implementation for when the player is almost at their quota. - Added 'PowerBubble (Golden Harpoon).png', (In UI folder) 'PowerBubble (Fireball).png', 'PowerBubble (Steel Harpoon).png', 'PowerBubble (Parrot).png', 'PowerBubble (New Bomb).png', 'PowerBubble (reg Parrot).png' l - Added 'PAUSE UI' folder (in UI folder) - Added 'Controller Menu' folder (in UI folder) - Added 'Game Control' (in UI folder) detailing all the controls. This is your new blog post. Click here and start typing, or drag in elements from the top bar. ArtBoard Screenshot of all the different in-game powerup notifiers.
This includes the new icon for the STEEL HARPOON and GOLDEN HARPOON replacing the lasers, A revamped BOMB icon The amazing PARROT POWERUP icon! Updates on stuff in the game, there are now some deadly (almost) working cannons as well as the steel HARPOON special attack... if you're lucky you might even get the fabled golden harpoon which is much more deadly and a one hit kill!
We've also got a new Mac and Windows versions of the game in the downloads section, check it out! That's just the beginning of today's updates, here's a full changelog:
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