Fourth Devlog: Deadeye Desperado


Deadeye Desperado went through some fairly drastic changes to improve itself since our last post. Our team has been hard at work to turn this game into something we can all be proud of. We've Iterated the UI, many assets, and got tons of fun new features in.

Starting off here is our 2D Department's stellar work.

2D Art

2D Focused on two main things this sprint . Concept Art and UI Art. On the concepting side, we have a concept for our second area, The Town. This will be the level to come after the mines, and would contain more puzzles, as well as three vertical levels to each building.


In addition we have new UI for almost every Menu in the game.




3D Art

Next up is the 3D Art Department, which produces a slew of 3D assets to populate our levels.


Here we have the chest and the stone platform it will be found on.


In addition we have a wonderful magical pickaxe with runes and crystals sticking out of it.

And we also have some rails to put the minecarts on, as well as tons of new rocks for floors, ceilings, and spires.


In addition to this, we got the Texture onto our Revolver, giving it a sleek magical look.


VFX

We had many new Visual Effects come through the piepline this sprint as well. These include the Poison Fog being redone, as well as creating fireworks, sparks, fire, and flowing energy particles.

Animation

On the animation front we had the chest opening animation completed, as well as the animations for the new Blaster Golem.

In addition we added animations to give the idle of the gun a better feel. These include a neutral idle, and an idle in each direction which we blend together in a 2D blend tree tied to the player's look direction. Using this, we can make the gun trail behind a little as the player looks around, adding a little level of immersion into the game.

Programming

On the programming front we got a lot done this sprint. This starts off with the full implementation of the Bruiser Golem.

In addition we got both the Red and Blue World effects created perfectly. With the red bullet blowing up barrels and the blue bullet slowing down minecarts.

Programming also implemented the 2D animation tree mentioned above in animation.

Lastly, but certainly not least, we have the ability to save and load games. With your progress even being tracked on your save file.


Level Design

The level design team spent most of this sprint looking back at their levels and refining them. The hub hallway was remade through the red and blue rooms, and the puzzle rooms had their maps removed.


In addition red and blue world effects were added both to the puzzle chambers and the hub hallway.


In addition level design created a few new maps. One is the green area in the hub hallway, using poison gas to prevent players from proceeding.


This one is the red puzzle chamber, reworked to include a chest chamber where the red bullet will be acquired.

Overall this sprint was successful, and I hope to have many more like it moving forward. We're halfway through now, so every sprint will be crucial to the fate of the game

Until next time

-The Deadeye Desperado Team

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