#10 The end


This week was last week of the polishing sprint so all the team members tried to make our game as refined as possible.

First Kirill adjusted the clouds by an adding new(more low-poly style) iteration.


After that to improve player experience Kirill added new UI elements.


The team also decided to add a defeated Shadow to the Game Over screen so Kirill created a sprite for it


Moreover, Kirill fixed all sprite sizes so from now on, all resolutions are multiples of 4 .

Also, Kirill made minor fixes to some sprites to increase their readability. And last but not least helped Inias finding sounds for the game.

 

So as previously mentioned Inias found and edited the game sounds with the help of is Art colleague Kirill.

Besides this task his main goal was to add post processing as this was one of the issues the team could not find a solution to as of yet.

 

Luckily after updating and adding some more functionality to the shader, the post processing seemed to work alongside it as well. The whole team seemed to be happy with the visual improvements this was able to provide.


After this was achieved it was up to him to tweak some stuff already in the game like the arena, animations and VFX.

 

 

Michiel did First things first, bugs. There were some nasty bugs that were well hidden and only occurred in very specific instances. All of us went into the game and tested everything out to flush out any bugs and write down where and how it happened, this made it easy to locate and fix the bugs within the code or inspector.

After the bugs were fixed, it was time for the addition of the final player feedback, things like an ammo count when the player has a bow, a nice kill counter so the player knows how many kills he has made. The pause & gate text has also changed to display a nice icon so that it is clearer as to what it is and does not clutter the screen as much.

The sound manager was taken under a close inspection and was turned on his head with the additions of all the sound effects we had but had not yet implemented in the game.

Animations and effects were implemented and extended to make the game feel more dynamic and alive.

The audience also got some love, to make sure they come over as more alive instead of these static entities jumping up and down all at once as if they are in the army.

 

Files

NestWars_windows.zip 140 MB
Version 18 May 12, 2021

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