Deadeye Gold: Production Blog 6


Hello everyone, welcome to the second to last developer blog of this semester of work on Deadeye Desperado. As usual I am Austin Moore, and today I'll be going through what we have done this sprint.

Programming

We encountered a lot of peculiar bugs over the course of this sprint and the very end of the last one, so we have done a lot of bug hunting and squashing as they have cropped up. But beyond that, we've continued refinement of the player movement to make it feel better to play the game. Things like midair controls and generally smoothing it out to make it less stiff. We have also adjusted the bullet system of the game, to make it so that the numbers on the bottom of the screen represent the order you have received the bullets too. And we have now fully implemented the upgrade system and its UI components.


Level Design

Our level designers this sprint worked extra hard to complete 3 of the areas in the game, as well as an annotated map. Beginning with the map, we got a basic layout for what the void area would be like. This level would focus on having a lot of platforms over a large void, with the player using the void bullet to move objects in the level.


Next, we finished filling in the central hub area with the created assets. So now it looks good, and functions as a hub for the player to choose which level to go to.


At the moment 3 of the teleporters work and are tied to the levels we have now completed. Two of which we will see here, starting with the heal area. The heal area's gimmick is that there are several crystals that you can shoot to create and destroy platforms, and in the level you are using them in order to climb up a multi leveled cave.


As you go up each level, the poison comes with you to incentivize not falling down. Next, we have the new freeze combat area, where you explore a large cave while avoiding mine carts while searching for the exit.


3D Modeling

Our 3D modelers worked primarily on 3 models this sprint, though one of them was seen last time. The player's pistol has been finalized, and we are currently working on switching it with the one in our current rig. Next however, we completed the central platform of the hub area, the last asset needed for its completion.


We are also in the process of creating some new platforms to use, with one being almost complete and the other one right before texturing.


These will function for floating platforms when needed, and should we complete the shock room in time these would be the key component of that.

2D Art

Our 2D artists got a number of tasks done, but the first one to show is the final concept for the void area props. The void area is planned to have floating platforms and moving parts over a massive void, so that's what was put in.


Next, we got most of the work on the poster for Deadeye Desperado done. We still have a bit of touching up to do as well as actually adding the name of the game to it, but so far it looks good.


In addition, we got a new cursor design completed. We had a couple options to go with, but of these we are going with the right one.


And lastly, we have some work being done on the cover image that will be put on itch.io.


Conclusion

With one sprint left, we are left with less progress than what would be ideal. However, so far the work we have done is of solid quality I feel. We're going to be taking most of the last sprint to refine and finish up some parts, so what the game is currently is likely going to be close to what it will be. But for now, thank you for reading this update on our development process, and we hope that you will continue to follow along to the end.

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