Week 10: Final Polish + Release


Welcome to our 10th and final devlog for Wicked Warehouse!

This was our second and final week of polish. Which mostly entailed fixing bugs, adding some final sounds, particles and adjusting colors here and there.


So with this final sprint over, we're releasing Wicked Warehouse officially! 
What better way to celebrate than with an amazing trailer, check it out!


Code

This week was spent finalizing a lot of areas. All the menus received sound effects, as well as animations and various bug fixes.
Time was also spent making the game feel like a more complete experience. A countdown timer at the start of a run as well as respawn zones (for the occasional out of bounds glitch) helps smooth out the gameplay loop a lot.


Art

This final week's big theme for the art side of things was "Readability". We went back and adjusted the color choices of various gameplay critical and set dressing elements of the level. 
Reserving orange and green for key gameplay elements (i.e. box spawners and dropoff zones) helped readability during playtesting a lot.
Another issue we ran into, was that wooden and cardboard boxes were hard to distinguish, so we returned to a more red flavored design for the wooden boxes.

Check out the difference between last and this week below.


As you can see, we also added various decals, particle effects and animated conveyor belts to bring more life to the warehouse!


Aside from readability, we also added some final touches in the form of a nice starting animation for the level. This along with the countdown timer mentioned earlier, allows first time players to orient themselves a bit more before chaos ensues.


The players spawn in a puff of appropriately colored smoke now, again helping to smooth out any jarring factors as the game starts.

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