Week 5: Finishing up the first sprint


Welcome to week 5 of our devlog for Wicked Warehouse!

We now have finished up our work for the final week of our first sprint and would like to show you what we have so far in this milestone.

Coding

For our coding this week we once again improved upon our main box mechanics which are now all properly working with all the known bugs being fixed! We updated the playerfeedback given when throwing to no longer indicate the range but the 'strength' at which you will be throwing the box. We also added box mechanics for 2 players so that the boxes get dropped when 2 players run towards eachother at too high of a speed.  The box swaying now doesn't just drop all the boxes but gives the higher up boxes an increased chance of dropping to make it feel more punishing whenever you are carrying too many boxes. Finally, we also updated our order system and the way we calculate orders and added timers to said orders. 

Art

-Models

This week we started a first art pass on the box dropoff machine and the 'Box-Big-I-Fier'.
Korean bevels along with view projected UVs onto our gradient palette texture made quick work of the first pass on these assets:


We also finished up texturing our main box whilst adding some new decorative box models, these are for decoration and can't be moved. The wooden box can be tweaked (rotated) to create a new look. We decided to create boxes of different material to create a variation, instead of making everything out of cardboard.


With some rather "controversial choices" within the company, we finally managed to create some architectural environmental art assets! How cool is that!? With that finally out of the way. and with all the new lovely looking assets, we can get our level blockout the make-over it deserves for upcoming sprint.


Files

WickedWarehouse-v0.5.zip 42 MB
Mar 28, 2022

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