Production Blog 5


Hi again! My name is Courtney, and welcome back to the fifth production blog for Clay Strikers! To give you a little refresher, let me remind you what Clay Striker is all about. Clay Striker is an on-rails FPS that aims to bring the realism of shotgun sports to the excitement of arcade shooters. Players will be challenged on courses valuing high speed and precision to shoot down all the clay targets and achieve the highest possible score. Our goal for this sprint was to get all of the art assets into the first level. Additionally, we fixed a lot of balancing issues and will continue fixing them in the next few sprints.

Now, let’s take a look at everyone’s amazing work!


Modeling

This sprint the last required models for the game were finished. Jerrod made a super impressive tractor and some other great smaller assets. Michael modeled and textured an entire house, making custom textures for the siding and roofing! Michael also made dirt, grass, and dead grass textures for the ground of the level. They both did a phenomenal job and we’re very excited to show off their work!


2D Art

This sprint, Lily worked hard on making the poster for our game. This is a big undertaking as there is a lot of surface area to cover and a lot to convey. She did a great job communicating the base of our game, shotgun sports on an average shooting range, and we’re excited to show it off! In addition to working on the poster, Lily also made an adorable credits image for the game featuring our good friend, Pat the panda!



Level Design

With all three stations completed for the first level of the game, this sprint we focused on the implementation of models. Patrick was able to fill out all of the stations for level one. He also made some slight adjustments to the bunkers’ direction they shoot targets as well as the number of targets they shoot within a period of time to help the game feel fairer. Next sprint, Patrick will be making more adjustments to level one based on player feedback and will be working on adjusting the bunkers some more so that level one feels as good as possible!


Programming

Owen, as always, was enormously helpful to the team this sprint. In addition to adjusting the shotgun knock-back to make it more realistic, he helped both Patrick and Lily with implementing their levels and 2D assets respectively into the game. He also worked on the UI loop so that the player can now go to a level-select screen before choosing a level and added the pause menu. This sprint there was a major bug when the filled-out levels were added to the build, but Owen did a great job diagnosing the issue and persevered for two days to fix it. We’re really excited that we can have a great build to show you all thanks to his effort!


Conclusion

Overall this Sprint we had 60 points assigned and completed a total of 44 of them making our current velocity 37.6 points/sprint. Next sprint, we are excited to polish our game even more with balancing changes as well as more art implementation. The work displayed on this blog was only part of what got completed this sprint and I would like to thank my team for the great work they got done. We hope you’ll stick around and we’re excited to show you what we have in store in two weeks! 

Thank you for reading!


Files

ClayStriker_S5_Build1.zip 39 MB
Nov 02, 2023

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