Weekly Devlog #2


This week the player's melee and ranged weapon behaviour were added into the game. Look for future a devlog when the models and animations for these weapons have been developed to see them in action. The melee weapon kills an enemy instantly with a plan to add enemy health later in development. This weapon is designed to only do damage to enemies the player can see and that are in range. The ranged weapon shoots bullets that also instant kill enemies when they are hit (although at this point the bullet models are yet to be developed). It was also implemented that by right clicking the player is able to switch their currently selected weapon between the grappling gun, melee weapon, and ranged weapon.

This week for our project, some animations for our robot were also developed, to make the game feel more realistic.

We have an engine animation, which plays throughout the robot's lifespan (even over the other animations):


We have animations for when the robot enters and leaves it's "moving" pose, where it's leaning forward:

We have a wheel rotation animation that happens while the robot is moving:

And we have a melee attack animation, where the robot swings it's arms and lunges:

Additionally, we also have a new model for a health pickup in the game, which restores the player's health:


In addition, this week we have added a new level to add more variety to the game. Basically, the features of this new level will remain the same compared to the tutorial level such as including grappling hooks, wall jumps or robots, but the whole level will be slightly larger (will take at least 1-2 minutes to complete). Below is how the whole level look like


As you can see in the picture, this new level will consist of 3 roads with 2 side roads on both sides and the main road in the middle although it won't appear at the beginning. In order for the main road to appear, the player must complete both two side roads first and press a switch to unlock it. Each side path will involve a player's ability to move (the left is a wall jump and the right is a hook) and there will also be fewer robots appearing on the road. In addition, each side path will have artifacts that players can increase their score (but will increase your time because they will be placed in places that are not easy to get). Coming to the main part, this is a gathering place for many robots and there will not be too many choices for movement other than normal . Depending on your goals, you may have a lot of strategies to get through this place, but remember to make the right decisions because just one mistake can take you back to the check point and start this path again. 

I think that's all we wanted to show you this week. There's going to be a lot of cool stuff coming up next week, so be sure to follow us for the fastest updates. Thanks for reading and hope you continue to support us

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