Production sprint 2: Final work - 9


Art Production

Hidden icon and timer:

The hidden icons have been made so the player has some feedback on how many objects they can hide in total and how many are already hidden.

As for the timer, there is a visual already made and just needs to be used in the game.




Character colour variations:

It was not very hard to get confused about which character was which and could cause issues when the players tried to find themselves in the level.
Texture variations were made to solve this problem.



Effects:

A few effects were made to have some more player feedback without crowding the level with too much information.

Those effects are the smoke that plays once the oven is activated and the acid (and its bubbles) that plays once the bathtub has been activated.


The last effect that was added is the completion effect that plays when a body part is hidden/destroyed, so the player knows that they no longer have to worry about those objects.



Animations:

The player has been fully animated. 
It was quite challenging as a lot of research was needed, but after a lot of trial and error, the animations were completed.  

The character needed to be rigged, skinned (making sure that the skin fit all movements), and animated.





Title, End screen and wanted poster art:

A good-looking title screen was a must, but it also had to fit the vibe of the game.
So one was drawn without too much trouble.


The end screen needed a cool makeover as well. So the brainstorming for good-looking and fun visuals started.
The ideas were drawn out with the idea of making the player feel the need to succeed for the character's sake. ( I had loads of fun making all of these - thought that you should know)



Last but not least is the visualization of these psychopathic babies on a wanted poster. (They have been busy..).
These will be on the final itch page so watch out for that!



Programming Production

sounds for all the hiding/destruction places & walking through blood: 

 All the hiding places and destruction places needed some auditive feedback and some help with emerging into the game.
Finding the sounds wasn't too difficult but listening to them was not the most pleasant experience I've had this week. after that, I had to cut some to fit better with the sounds wanted in the actual game.

Implementation of the animations:

This was the most painful thing I had ever gone through. The animations kept breaking, and it took a while to figure out how to fix them. Debugging was also difficult, and after hours of researching possible solutions, we finally found a fix.

After implementing the fix, it was all smooth sailing and not much broke again. There are now animations for the player after literal blood sweat and tears.



random textures;

There are loads of objects in the game that are the same model and could have the same texture, but what fun would that be?

so there is a script that will randomly choose between a list of textures and put that one on the object so that there are multiple objects that are inherently the same but have different textures and it is not a boring mash of similar objects.


Menu's change:

The menus have been changed so that they can be animated and honestly just look nice.
The main menu inherently still does the same as the previous one where the start button forwards you to a selection menu and the exit button brings you to an exit menu.

The exit menu asks if you are sure and then lets you go.
The selection menu lets you:

  1. Press any button to activate the character.
  2. Switch between the "skins" using the dpad arrows (left and right).
  3. Press A to set your player as ready to start.

Files

[Group15]MurderCleanupWIP-v0.9.zip 37 MB
40 days ago

Get Murder clean-up [WIP]

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