Henry and I spent a good amount of time tweaking the physics of the dogs and implementing a grab dash. Either player can make their dog end dash forward using the bumper or trigger, if they hit an object that is grabbable they will stick to it. Henry also created some music which is perfect and wobbly and I look forward to sharing it here when we have a video up at some point.
The music is layered so if the dogs haven't received input for a while they will sleep and the music will lose its bass line becoming more mellow. Another fun feature is dog holes which will connect the various levels in the game. Shortly after implementing them I realised they look and act a lot like Mario pipes, that should change once we have more natural looking hole asset.
We are hoping to show the game at an upcoming IGDA meeting/play party
here in Dundee, Scotland and gather some feedback. Then our plan is to apply for Stugan
, a really cool accelerator program which takes place in a cabin in the woods in Sweden! We will be trying to post regularly to our team's twitter over here @BitLoomGames
Thank you for reading! Here is a real life double ended dog.