Devlog 10: Final stretches


Dear Sacrifetus friends and enthousiasts,

This week will most likely be our final week, only adding the last final touches in the coming week to finally hand this project in.

Its been quite the journey, leading us from great dispear till great fortune. Everything has its ups and downs but through all that we made it. Our final week, this week saw some good progress again so lets get right into it.

Programming Dev Update:

This week we integrated the updated UI assets, making adjustments to location and scale where necessary. Fixed a multitude of bugs e.g. terrain clipping and minimap breaking when a player died. Then we added a time limit to create a sense of urgency. We also changed to main menu to display a view into the main level as background and a transition when starting the game; then we spend the rest of the week fixing bugs that were caused by that :(  

Going into the final week of this project we're going to focus on making SacriFetus as bug free as possible while still trying to add some nice polish.



Sound

For sound we added a lot of features this week, some quite creepy.

First of all we added sounds to the babies, making them changeable over time going from laughing to full on crying.

We also added more ambient sounds, solidifying more the characters going insane A bunch of other ambient sounds have also been added to make the world feel more alive like animal sounds. 

Further we added more enemy grunts, making them rumble about.

Finally a lot of minor tweaks to make the sound not feel too overwhelming.


UI

The first thing we did to polish the UI, was make a selected state for our buttons. We realised it was unclear which button was selected and thus needed to make a visually different button for when it is selected. We started by researching what different effects happen when a button is selected or hovered over. After finding the most common things, we tested them out on our buttons.


We first tried different color on the buttons,  one with the main red color and one with a darker brown. While these looked good on their own, in the game they didn't look as good and didn't clearly portray a selected button.

We then tried some different outlines for our buttons. First we tried giving the outlines the same colors as above, which we quickly removed since the brown wasn't visible and the red made it look like and some sort of error (since red is often seen as bad). We then added three different white outlines, one where the whole outline is white, one with a white outline around the dark outline and one with a white outline in between two dark ones. We decided to go with the last one since this ensures a visible outline on any background.

Since we created such a good-looking demon, we decided to use it more then once. we added the demon image on the victory screen. Afterwards we changed some saturation and brightness on the background, so our demon and player statistics are the main focus.


The last thing this week for UI, was our HUD. We decided that all our elements needed some refinement since they didn't match each other. We chose the design of our health bars as a base and change the other elements accordingly.

We also made 2 button icons, one for the A button and one for the B button.



RFX

We also added more RFX this week again! With both minimal and bigger things such as the attack RFX and some more smaller things such as a death RFX and some more particles to float around at the altar. Now when your character dies a death animation gets triggered :) We also have for when you attack the player a nice attack animation of a fireball!







But that was it folks, i hope you enjoyed another week of our game. One final week and its done, thank you for joining us!

The SacriFetus team

Files

SacriFetus-v0.13.zip 409 MB
3 days ago

Get [group19] SacriFetus

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