Devlog #5 - Making our way through sprint 1


This sprint marks an exciting point in our development journey as we continue to refine and expand on key gameplay systems. Our focus has shifted toward enhancing the player experience with new mechanics and polishing existing ones. With the groundwork laid, we’re now building upon what we’ve learned and pushing the game toward a more cohesive and immersive experience. Let’s dive into what we’ve accomplished this sprint:

◎ 3D concepting has begun

Starting off with what the artists worked on this week. Here is what the beetle warriors fear most:  an ever so frightening Bomb fruit 'the Pomegrenade' . For now there is only one expression but in the following weeks, this bomb will truly come alive and so indicate when it's close to exploding also.

(The image above is too show which parts can be colored in what areas for visual clarity )

The textures are the beetles are still to be built upon with each tribe having their own fruit and color that differentiates them from the others.

The first melee weapon has been created, a squeaky hammer that is delicate enough to not immediately explode the bomb fruit upon impact. 

As for our first projectile weapon and final weapon of this week.  this one  packs a punch but again still quite gentle. Throwing  a punch with the brace activates the spring that's wrapped around it to expand quite the distance, This weapon could very well turn the tide in the coming decisive battles.

◎ Blockout & Concept Environment

This arena is a fusion of Mediterranean and Asian architecture, designed for epic battles. Inspired by amphitheaters, it features tiered seating, a grand entrance, and a towering spire for a dramatic silhouette. Modeling Process I started with a circular base, added chunky stone seating, and designed the central stage as the battleground’s focal point. The spire and pagoda-like details bring verticality, balancing the structure’s weight and scale. I also needed to make sure that the model was made, so that the programmers could implement it in a modular function. That was quite the back and forth 😭 Next Steps

  • Adding textures—sandstone, wood, and metal for a battle-worn look.
  • Enhancing details with carvings, props, and banners to bring life to the scene.

What would make this arena feel even more legendary? Let me know! 🚀



◎ Character Stunning

- Fully implemented stunning.

- Light characters stay stunned longer than heavy characters, adding strategic depth.

- Stunned characters now flash white for visual clarity.

- Controllers vibrate when stunned, making it feel more responsive.


◎ Weapon Spawner

- Created a weapon spawner with an inner and outer radius, ensuring balanced weapon distribution.

- Added gizmo spheres to visualize spawn areas for better debugging and adjustments.


◎ Bomb Updates

- Added a 20-second on-screen timer for the bomb.

- When the timer runs out, the zone containing the bomb takes damage

◎ Improved Player Movement

- Dashing feels much smoother and more responsive.  

- Overall movement speed has been increased for snappier gameplay.  

- Player size has been slightly increased to improve visibility and collision feel.

◎ Modular Arena System  

- The arena now dynamically adjusts based on how many teams are playing or still alive.  

- Tiles change color depending on team ownership, and gates are repositioned accordingly.  

- This allows each match to feel unique and reactive to the current game state.


Dynamic Camera Zoom
We’ve added a dynamic camera system that zooms in and out depending on the action. Now, players can experience a more immersive view during gameplay, whether they’re exploring the environment or in the middle of intense action. The zoom ensures the camera always adapts to what’s happening, enhancing the player’s experience.


Scoring Gate
The scoring system has been refined with the addition of a working gate. Players can now score by ball interacting with the gate, and the game accurately tracks the score. This adds more structure to the gameplay and gives players a clear goal to aim for.

Team Colors & Damage Over Time
To help players identify their teams, we’ve introduced team color assignments. Each player’s color is correctly displayed during the game, ensuring easy identification. Additionally, a damage-over-time feature has been implemented, where players bases who are taking  damage will see visual cues, enhancing the feedback and overall immersion.

◎ General Development Progress:

As we continue to shift from prototypes to full development, we’ve been working hard to implement new features and refine existing mechanics. Here’s an overview of what we’ve been up to:

Map & Environment Design:
We’ve started finalizing arena designs with a focus on strategic flow. The latest arena blends Mediterranean and Asian architecture, combining grand, tiered seating, a dramatic spire, and a central battleground. This location is designed to give players plenty of space to battle while also adding verticality to the environment.

Modular Arena System:
The arena now dynamically adapts based on the number of teams playing and how many are still alive. We’ve made the tiles change color depending on team ownership, and gates are repositioned accordingly. This creates a unique, reactive environment every match, keeping things fresh and exciting.

Player Movement & Combat Adjustments:
Movement feels snappier with improved dash responsiveness, and we’ve made adjustments to player size to improve visibility and collision feel. The bomb movement mechanics have also been refined to keep things responsive, with a new 20-second timer to add some additional tension to the game. Additionally, we’ve fine-tuned the weapon spawner system to balance weapon distribution, adding inner and outer radius zones for better gameplay balance.

Dynamic Camera Zoom:
To enhance the player experience, we’ve introduced a dynamic camera system that zooms in and out based on the action. Whether it’s exploring or engaging in intense combat, the camera will adjust seamlessly, ensuring players can always focus on what matters.

Scoring Gate:
We’ve implemented a working scoring system with a gate mechanic that allows players to score by interacting with it. The system now tracks the score accurately, adding more structure and competitive depth to the gameplay.

Team Colors:
Players will now see their team colors clearly, making it easy to identify allies and opponents. We’ve also added a damage mechanic that visually represents when a player’s base is attacked, enhancing immersion and feedback during combat.

Plans for Next Week:

  • Refining Weapon Mechanics: Balancing different weapon types for an even more fun and competitive experience.

  • Finalizing Map Design: Creating a polished, functional map to test all mechanics in a cohesive environment.

  • Character Animations: Working on improving character movement animations and attack visuals to bring the gameplay to life.

Files

Devlog05_Prototype_Unity.zip 34 MB
30 days ago

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