Devlog 5: Sprint 1 Part 2


Hi there!

It's us again, the Fare Exchange development team. 

This production week also included spring break and a lot of us had other deadlines to work on or go on holiday. So even though our last update was 3 weeks ago, we only planned to work the amount of hours for one actual week of production instead of three. 

Shaders

We made the main water shader and added accessibility for the programmers to control it with variables.

Via the "wildness " value, they can make the river wilder, indicating that more enemies are going to spawn in quick succession and the players need to PREPARE FOR A FIGHT!

Right now, for easy and quick testing, the river only changes colour and the waves get higher.

(A big chunk of time was taken up by figuring out how to implement normals for the waves of the water. Trust me, it was a lot of math! ;P)

There's also a "Speed" value, that allows us to fake the boat moving faster or slower.

Slow Speed

Fast Speed


All the base shaders where also created to put on different types of assets like effects, characters, environment and props.

Characters

Skellyyyy!! 

Our first enemy model has been created and rigged.

Programming

This week, unfortunately, was filled with fixing errors. Making sure the project is stable and everyone is able to access it is very important after all, so we made sure that took priority.

-fixing p4v+ue5

- helping artists with ue5 and p4v

- waited for artists if they (finally) could open the project

-then added simple c++ function libraries like: 

  • the base tasks
  • repair tasks
  • water simulation physics
  • character movement
  • ...

Sound

Footsteps sounds are implemented!

What's next?

We are hoping to drive up the speed of production. After fixing all the errors, we should be able to continue more fluidly. Art wise, the boat design is being worked on and next time it should look way more detailed and colourful. We are hoping to add some environment props like rocks.

Until next week! 

The Fare Exchange Team

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