Fifth Devlog: Deadeye Desperado


We've still had an absolute boatload of work being done on Deadeye Desperado! The FPS where you control your cylinder. Let's start off with some good ol' fashioned 2d art.

2D ART


We've got some new UI for our objectives, as well as some work done on a splash screen for the team. We are officially Young Guns.


ANIMATION

Moving on we have a new start-up animation for the bruiser golem which I unfortunately can't show you, but you will be able to see it in game soon! However we also have an idea of the player's 'death' animation. The player doesn't actually die, but throws their hands up after dropping their gun.

LEVEL DESIGN

Level design got some great work done, creating a chamber at the beginning of the green and red puzzle rooms to test the bullets alternate affects. The red tasks the player with blowing up barrels, while the green makes them raise platforms to avoid poison gas!

In addition we had some updates to our main hub room, adding a green room where you must hunt for crystals while fighting enemies, and healing yourself from an ever present posionous gas. In addition we got started on the final puzzle entrance room.


3D ART

On the 3d front we have a ton of new textures, and some new things to put them on. We have the blaster golem fully textured here.


The revolver and the player's different types of bullets as well!



In Addition to these we have some awesome new stone brick building pieces to be put into the game. As well as some new minecart entrances so they look less awkward coming in and out of the world.



PROGRAMMING

On the programming front, we got an absolute ton done. We implemented the green world effect, allowing the player to raise and lower platforms by shooting relevant crystals. In addition we have added a visual cue for the player to know an enemy is frozen or burning. 

VFX were added to the minecarts to allow them to be frozen, as well as adding sparks to their wheels to give them a real sense of speed and weight. Additionally, we added the golems being able to use their jump animations, and a cool checkpoint system to keep track of the player's progress.

Lastly, I personally developed a text color changing tool for our team, so we can write relevant messages, highlighting the important terms for the players to know.

These changes are much harder to show, so i regret to say any footage or screenshots couldn't fit on this post.

SFX

Lastly we had a myriad of awesome SFX created for the game. These include a Gunshot effect, explosion for both a large and small variant, fire and ice effects and a healing effect for when the player gets health back.

Overall this was an incredibly successful sprint, and i can't wait to see what the team churns out in the coming weeks.

Files

Deadeye Desperado.7z 326 MB
Dec 14, 2019

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