Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411501 Posts in 69379 Topics- by 58435 Members - Latest Member: graysonsolis

April 30, 2024, 03:53:48 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsBunkerBros: Asymetrical Co-op game - DevLog
Pages: [1]
Print
Author Topic: BunkerBros: Asymetrical Co-op game - DevLog  (Read 130 times)
Uventixx
TIGBaby
*


View Profile
« on: April 08, 2024, 03:43:40 PM »

Bunker Bros is a Multiplayer game that mixes 2D and 3D gameplay in order to provide a unique 2-player experience. In this game, you play as two survivors in a Zombie Apocalypse, using a military bunker to survive and attempt to communicate for rescue. One player controls the “Eyes in The Sky”, the 2D overhead player that can coordinate resource drops and help guide their teammate. The other player controls the “Boots on the Ground”, a manned robot that can defend your bunker and collect resources. You must work together to activate the radio towers in order to call for extractions while defending your lives. It’s do or die for these Bunker Bros. (Must have any gamepad controller and mouse and keyboard to play).

What’s New: This week involved changes in two main categories: Level Design and Guidance, and Mechanics. For Level Design and Guidance, we went with an entirely re-designed opening level, which has a defined goal in the Radio Towers, and better enemy spawns. Additionally, we used this opportunity to rethink our guidance, and implemented a simple progression at the beginning of the level in order to introduce players to our various items and abilities in a more streamlined manner that explains how they work. For Mechanics, we tweaked enemy movements and spawns, added our goal state, and worked on making obstacles and mechanics that help foster communication between both players.

What’s The Motivation: We made these changes in response to feedback from our playtests showing that while our game was mechanically interesting, it was overwhelming at the beginning of play and hard to grasp. Additionally, we wanted to make sure that communication between players is improved, which we took steps towards in this iteration.

What’s Next: For next week, we have a few things we wish to tackle. The biggest categories we feel are important to focus on are improving our level design further, and improving our graphical style. For level design, we want to take our basic level and improve it, hopefully based on feedback from our next playtest, including possible expansion of the map or additional challenges and secrets. As for our graphical style, we want to improve our models, make the level look more cohesive in our low-poly style, and add additional juice to give more feedback to players. We also want to add additional audio to improve game feel.



Link to game zip: https://drive.google.com/file/d/1_sFLX-Q9sVr-y4dHMXDeiXkuD8nb-zKz/view
IMPORTANT: Controller needed to control first person character (built for playstation controller)

What’s New: This week we worked in 3 major areas: Bug Fixes, Quality of Life Improvements, and Map Reworking. For bug fixes, we had a handful of bugs that appeared during our weekly playtest that we looked to quash. We ran into issues surrounding our enemy spawning, with enemies being able to spawn inside areas they should not have been able to, gold blocking both enemy spawning and item dropping and players being able to run up walls. We looked into these issues and found ways to make the mechanics work as intended. For quality of life, we approached this from a feedback perspective as well as an increasing interdependence and communication perspective. For the former, some extra feedback was added including buttons flashing when it is important to look at them and other general ‘juice’ improvements. For the latter, we added a new mechanic that allows for more communication between the players by having the ‘manager; player activate the radio tower in tandem with the ‘active’ player. Finally, we reworked the map following some suggestions we received, in order to increase the theming as well as allow for more dynamic gameplay.

What’s The Motivation: We made all these changes in pursuit of making a more solid and interconnected gameplay loop. We want good communication between players, good feedback to the players, and the game to be fun and bug-free. We feel very strongly about the direction the game is heading, and we are excited to showcase our game.

What’s Next: For this next week, we feel very happy with the game state and mechanics. We feel that barring any major issues that are found during the playtest, we can spend this next week adding more juice and polish to the environment, work on our theming to get it fully to what we envision and grind out any bugs and issues we find during this process. We are very excited to show more of this game and think it is in a very good state.




Link to game zip: https://drive.google.com/file/d/1voh_exkyPBtorpJBkCXz21--pr4pAyMo/view?usp=sharing
IMPORTANT: Controller needed to control first person character (built for playstation controller)

What’s New: This week was mostly spent on juice, visuals, and quality-of-life tweaks. Juice involved feedback on hitting zombies, including audio and visual, improving the player damage overlay, adding an indicator when the tower is hit, player models and animations, a nuke loading into the new silo prefab, updated buttons on the manager screen, new tooltip look, and much more. For visuals, we changed our color palette to better show the desert environment, as well as adding some desert plant life to fully increase the immersion. Finally, our quality-of-life tweaks included more guidance for the player, bug fixing, and adding a few simple but helpful mechanics that were small in scope, to reduce the possibility of introducing bugs. Some game-breaking bugs also showed up in our instructor's playthrough including double player spawn, zombie movement breaking, and getting trapped behind walls. We tried our absolute best to fix any bug we found while increasing the juiciness of the game!

What’s the Motivation: We wanted to get our game ready for the showcase, so this week we wanted to focus on polishing and getting it ready rather than bog it down with a bunch of new mechanics. We also wanted to make sure our game looked and felt the best it could. This week was all about the looks!

What’s Next: Our showcase is coming up, and we plan to attend it and show our game off to the people present. It will also be released on Itch.io and GameJolt, so all are encouraged to give it a try!



Link to game zip: https://drive.google.com/file/d/1w8h0upOeOyYlhrhO2v6ah1Rm6-msBSm-/view?usp=sharing
IMPORTANT: Controller needed to control first person character (built for playstation controller)


« Last Edit: April 22, 2024, 12:46:00 PM by Uventixx » Logged
Pages: [1]
Print
Jump to:  

Theme orange-lt created by panic