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TIGSource ForumsCommunityDevLogsFells Wargo - A 3d Platforming Puzzle
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ProfitableCardinal
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« on: April 05, 2021, 12:08:29 AM »

Hello and welcome to our very first devblog for our game Fells Wargo! This will be the first in a series of devblogs detailing the progression of our game. In these we plan to go over our current progress each week, outlining new features, fixes, and improvements to the game. This week’s post marks the start of our Alpha version, and with it a ton of new features!.


Features


First up we have the aiming camera. Past playtesting sessions have shown that there was a lack of depth perception when the player throws the packages, as the camera stays locked looking at the player. To address this we implemented a new aiming camera that is activated when the player is throws a package. Our aiming camera now looks and feels much like aiming cameras in other games, and gives a greater sense of depth.

https://imgur.com/l8Af4Cf

We now have animations! Both the player and the enemies have walking and idle animations, and the player even has special animations for holding a box.

https://imgur.com/uoEJbIU
    
Several of our playtesters struggled with certain levels and had trouble remembering controls. We decided to redesign all of our levels to create a series of shorter levels focused on specific game mechanics. We ended up creating 3 worlds with a few levels each. World 0 focuses on player movement and introducing package deliveries. World 1 centers around pressing buttons, moving bridges, and throwing packages. World 2 introduces enemies and their reactions to players and packages. The levels slowly introduce the player to new mechanics as they learn to solve harder puzzles over time.


https://imgur.com/bYzoptb

Additional Features
  • Added a fade in/out scene transition between levels and the HUB
  • Updated Menu and Pause Screen. The menu and pause screen now have more options and controls.
  • Intro cutscene. An intro scene has been added to give some context to the story.
  • Updated HUB mechanics.
  • Smarter, faster, and reactive enemies. Enemies get distracted by boxes thrown near them and can get hit by boxes



What’s next?


Our next iteration will have even more exciting features! We plan on continuing to improve our overall level design making sure that each world is uniquely themed and well-designed. We are going to continue to develop our game’s story by adding more characters, cutscenes, and plot twists. The enemies in Wells Fargo will continue to improve in the next iteration as well! We plan on exploiting more of their capabilities and are eager to show players how to defeat them.
In the next iteration look out for new features such as sprinting, coyote time, and a new special type of package. Also get pumped for new music, sound effects, voiceovers, and models from our freelancers! We’re so excited to show you all these new features and hope you enjoy Fells Wargo!


Download (Contains both Mac and Windows)
https://drive.google.com/file/d/1guQr1Rv55UUDy5aLv928m9QYVc73JUbm/view?usp=sharing
« Last Edit: April 11, 2021, 11:41:28 PM by ProfitableCardinal » Logged
Rogod
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« Reply #1 on: April 05, 2021, 01:30:45 AM »

So is it Fells Wargo or Fell Wargo?
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ProfitableCardinal
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« Reply #2 on: April 11, 2021, 11:41:09 PM »

Welcome to the second devblog for Fells Wargo! This post marks the release of our Beta version of the game, and we are excited to show you a number of new features and improvements. We addressed concerns with the incompleteness of our storyline, our guidance and level design

New Features:

Firstly, our feedback session reported that the ending of the game felt very anticlimactic and a bit boring. For this we have decided to add one final boss level, that puts the player’s delivery skills to the ultimate test.  The game now also requires you to complete each level to progress, so you must solve each level and master the game in order to be able to meet our new boss. With the boss, we have introduced a new item for throwing: the TNT barrel. The TNT barrel, when thrown explodes upon contact with other objects, and can hurt the boss and enemies.





The boss will also throw packages back at you when you trigger him !

We also received feedback regarding the throwing mechanic and that it was not quite clear where the box would exactly land, so we created a new holographic box that shows where the box will land when you throw it:



We have made a number of fixes to the functionality to our enemies as well, and you can now knock them out by hitting them with a package. This makes it so that you can get past the enemy without being seen





We also vastly improved player guidance with a toast manager and new signs, because many playtesters were very confused about what to do and how to perform mechanics such as throwing the package.





Also, check out our newly released trailer for the upcoming release!




Additional Improvements:

Numerous Enemy fixes
Retouching of old levels
Tuning of soundtrack/sound effects
New 3d artwork
Package only has to touch mailbox to complete the level

What’s next?

Our next iteration will be our final iteration. We will continue fixing and improving every aspect of the game, hoping to give it a polished feel. This includes more cutscenes and a refinement of the story, levels and theming of the game. The team is very excited to deliver a final product next week, and is ready to hear feedback from this week to make the game as fun and polished as possible!

Download

https://www.indiedb.com/games/fells-wargo/downloads/fells-wargo-beta#downloadsform

« Last Edit: April 12, 2021, 09:42:41 PM by ProfitableCardinal » Logged
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« Reply #3 on: April 21, 2021, 01:14:25 PM »

Fells Wargo Released!

Hello and welcome the release of Fells Wargo! What started out as a simple factory/stealth delivery game has evolved over these past six weeks into a wild west puzzle adventure! While being in development for only a few weeks, it is crazy to think how far we’ve come and how much Fells Wargo has progressed. With the release of the game this will be be the last devblog about it. We hoped you enjoyed reading about our game’s progression and hope you will enjoy Fells Wargo!.

What’s New?


    This weeks we focused on polishing the game, squashing bugs, and make the aesthetic rich and consistent. The biggest new addition to the game is a new hub area - the mine!.




This area is where the bandits and their crooked leader are hiding out, and the source of the town’s agony. With the new mine hub, we have also redesigned the the enemy and boss levels to make them more consistent with the aesthetic.



In addition, the boss level now has a short cutscene to introduce him.

In the beta build we received a lot of feedback that our game ended a bit abruptly; there was not final concluding cutscene or event after defeating the boss, and it made finishing the game feel a bit weird. To address this we have added a new, final cutscene after the boss level help wrap up the story. We’ll leave the final cutscene for you to discover, but heres a little teaser at some of the props in it!





Additional Improvements:
  • Added and cleaned up the background music to be more consistent with the level theme.
  • Improved ramp aesthetics to help differentiate between the different types of ramps.
  • Enemy behavior is now more consistent and polished.


Lastly, we have included a few easter eggs to find throughout the game. These can range from small things such as additional items and props appearing to even a new secret level!

Last but not least, we have a new trailer! Thank you all for listening in on our development of Fells Wargo!






Download:
https://smoothmonke.itch.io/fells-wargo
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