Third Devlog: Deadeye Desperado


Howdy everybody, we had another fantastic sprint of development here on Deadeye Desperado. So let's get into the great work the team has done thus far.

2D
Starting off we have the amazing 2D department. This sprint they provided a 3-tier map for the second level of the game 'The Town'. Unfortunately, much of this may not end up being used due to time constraints, but it is great to have none the less.



They also created some amazing runes of various kinds to be used in the game. These include a counting system from 1-6, which will be used to count puzzle progress and player combo progress. There are also a multitude of other runes, some representing the four different 'elements' we plan to have in the game, and some for more generic uses.




3D

Moving forward we have  great work coming in from our 3D artists. We have the golem blaster, which has been rigged by animation and is currently being animated. 


In addition we have some pieces that will be used to spruce up and decorate our levels, as well as serve as core mechanics in some cases. These include the lantern, torch, chest and minecart models. All of which have now been textured and are looking fantastic.


Level Design

Level design focused on the green puzzle room, and making some blanket changes to the puzzle rooms in general. We added runes inside the crystals that denote the order to hit them in,  as well as poisonous gas to the green puzzle room. This helps the players understand that the green bullets heal you, and forces the player to use that mechanic to its fullest in order to survive.


We also had a fair amount of work finished on our 'hub hallway' area, which the player will progress through as they collect the new bullets. Mostly however, this was maps. And in the end, we didn't get this level into our playtest. This worked out fine, as we got a chance to test the puzzle chambers on their own.



Programming

Programming (As Always) is a bit harder to show off, but hopefully you can get the idea with the words that i speak rather than the gifs that don't exist, or are too large for

The player is now taken to a game over screen when they die. This works fairly well, but needs some fine tuning to work perfectly.

In addition, the player can continue their game from where they left off after quitting. This will be expanded to a full on Save/Load system with 3 files for the player to choose from.

Lastly, we had the animations for the new gun implemented, and the health bar moved to a better spot on the weapon.

Animation

Animation had some fun with the new gun animations this sprint. In addition we created some golem animations for the bruiser golem. These include a walking and attacking animation.



VFX

I have a few things to show off here for VFX. We just got a hold of a VFX artist for the game, and will have him for the next two sprints. Then we switch off with the other group, losing VFX but gaining SFX. 

These are the three VFX we have gotten in the first few days. Starting off we have a healing effect for the green bullet.

Next we have a generic explosion effect that will be used for the red bullets

An finally we have a firing effect for the gun itself.

these are looking great, and i can only imagine how much more we will get done in the coming sprints.

Overall it has been a great sprint for Deadeye Desperado. We are chugging along on our puzzle levels, and are getting the gunplay nailed down with custom animations and blending trees. New content is coming in all the time, and i'm excited to see the game come together.

- The Deadeye Desperado Team

Get Deadeye Desperado

Leave a comment

Log in with itch.io to leave a comment.